Rapid React has proven to be a difficult game for lower seeded alliances to pull off the upset. It’s been well documented that the top seeds are winning events an overwhelming majority of the time. This discussion shouldn’t center around why that is happening, but instead focus on the outliers… What led to the relatively few upsets that have occurred so far? What strategies have proven effective for pulling off the upset? I’d love to see more analysis done similar to the one I’ve laid out below.
This game is also about to drastically change as we get into District Championships, and an insanely competitive World Championship in Houston. The strategies will also evolve, and it’s possible that the field will even out with lower seeded alliances winning at a higher rate.
The upset I’m most familiar with is the 2-7 Matchup at GNR which I will detail below!
Match Preview:
Summary
In this sequence of matches, the 2 seed with 5913, 7028, and 2508 played the 7 seed with 4607, 3293, and 8188. 5913 was putting up 10+ Cargo in teleop with a sub 15 second Traversal, and is one of the best teams in MN. 7028 was putting up similar Cargo numbers with a fast Mid Climb and is also one of the best teams in MN (this event was stacked). 2508 had a solid ~40 second Traversal Climb. 4607 was averaging around 8 Cargo per match throughout the tournament, but averaged over 12 Cargo per match over their last 4 matches with a 15 second Traversal. 3293 was averaging 5 Cargo per match and had a ~50 second Traversal Climb, 8188 played lights out defense with an unproven Traversal climber and 2 ball auto that they finally got working right after quals ended.
QF Match 1:
2 Seed Auto+Climbs: 49 points
2 Seed Teleop: 20 points
7 Seed Auto+Climbs: 51 Points
7 Seed Teleop: 28 points
Tale of the Tape:
Summary
The strategy going into this match was for 3293 to play defense on 5913, and 8188 to play defense on 7028. 7028 had 7 High goals and 5913 had 2 + 2 low goals, but I understand their shooter was damaged part way through the match due to contact inside frame perimeter that wasn’t called. 2508 had a Roborio reboot which took them out of commission defending 4607 for about 30 seconds and allowed them to put up 14 Cargo. The margins were tight but the 7 Seed pulled this one out by 10 points.
QF Match 2:
2 Seed Auto+Climbs: 54 points
2 Seed Teleop: 26 points
7 Seed Auto+Climbs: 38 Points
7 Seed Teleop: 24 points
Tale of the Tape:
Summary
7 Seed ran with the same strategy this round… with less effectiveness now that the 2 Seed was fully functional. The 7 seed also had much worse auto luck this round with only 3 made instead of 6. 7028 made 5 Cargo before their shooter broke and 5913 made 8 under heavy defense. 4607 regressed a bit under heavier defense and scored 12 Cargo in teleop.
QF Match 3:
2 Seed Auto+Climbs: 47 points
2 Seed Teleop: 16 points
7 Seed Auto+Climbs: 57 Points
7 Seed Teleop: 22 points
Tape of the Tape:
Summary
A much better auto performance gave the 7 Seed a 32-22 lead out of auto. 7028’s shooter was broken going into this match but that wasn’t known by the 7 seed until well into the match. The 2 seed changed strategies to have 7028 play defense on 4607, and 2508 played counter defense on 3293. 8188 played counter defense on 7028… so it ultimately came down to a 1v1 with 4607 and 5913 as the only viable scorers.
Takeaways:
- It’s evident from the scores that a lower seeded alliance must stay competitive in “undefendable” climb+auto points, this is where lower seeds lose most often
- Slowing the game down with a lot of defense works in the favor of whoever has more undefendable points
- A heavy defensive strategy tends to result in more robot carnage which leads to less predictable outcomes
- Even a really competitive lower seeded alliance needs a lot to go right to pull off an upset
TL;DR and Moving Forward:
- As fields get deeper and robots get more competitive, we’ll start seeing the undefendable point totals even up between all alliances
- In Houston, I’d expect pretty much every playoff alliance to shoot 8 Cargo in every match - There’s likely going to be really high variance in what shots bounce out with 16 Cargo launched to the Upper Hub in 15 seconds
- The auto variance noted above will be enough to generate upsets
- I expect almost all playoff alliances to score around 40 points in the end game with some teams staying on the field and rapidly scoring, with most others climbing late to Traversal/High.
- Triple offense likely becomes a lot more viable with 3 highly skilled and well driven teams sharing the field, this will help lower seeds keep up in teleop versus the top alliances, a well coordinated alliance that effectively plays hybrid offense and defense has insane potential in this game if executed well
- I’ll predict that lower seed upsets get much more common as the season progresses for the reasons outlined above