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The Sauce

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The Sauce

  • Potential Directions for the 2022 High-tier Metagame
  • Teleop
    • Messing with Opponent Cargo
  • Autonomous
    • 6 Ball Auto
    • Hueneme Port Auto Strategy
    • Interacting with Cargo Across the Midline
      • 118 Billiards Clip – G403 – G210
  • Endgame
    • Triple Traversal
    • Climber Defense/Climber Chicken – Really Fast Climbs at the End
    • Project: Overtime

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Teleop

  • How to be elite at RRPBTBC
    • Quick Release Time
    • Field awareness
    • Driver Finesse
  • Messing with Opponent Cargo
    • Places to put the Cargo
      • The Fender
      • Your Hangar - keep G404 in mind -
      • Their Alliance Station Wall
      • The Terminal
    • Generally messing with opponent Cargo

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Autonomous

  • We’ve seen 5 and 6 ball autos
    • So what are the other robots going to do in auto?
    • What’s next?

  • Putting Opponent Cargo in inconvenient places

  • Momentary Control of 3 or more Cargo

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Autonomous

  • Opponent Cargo on your side
    • 3 cargo to displace*
  • Putting Opponent Cargo in odd places

*foreshadowing

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2 + 2 Hangar

B1

R1

R2

R3

R4

B2

R5

B3

B4

O1

B5

B6 + B7

O3

O2

B8

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2 + 2 Fender

B1

R1

R2

R3

R4

B2

R5

B3

B4

O1

B5

B6 + B7

O3

O2

B8

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5 + 1 Hangar

B1

R1

R2

R3

R4

B2

R5

B3

B4

O1

B5

B6 + B7

O3

O2

B8

LF

RF

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5 + 1 Fender

B1

R1

R2

R3

R4

B2

R5

B3

B4

O1

B5

B6 + B7

O3

O2

B8

LF

RF

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Autonomous

  • Momentary Control of 3 or more Cargo
    • 1771 - Qual 26 - PCH Dalton Event
    • Egregious assumes violation, and that is not the case

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5 + 1 Fender

B1

R1

R2

R3

R4

B2

R5

B3

B4

O1

B5

B6 + B7

O3

O2

B8

LF

RF

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“Crossing the Line”: Cargo

  • In week 2, we showed this on Chief Delphi
    • Denies 4 points, may score you 4 points, - same value - 8 point differential
  • Snipe and replace
    • Replace theirs with yours
    • +4 because you deny them a score
    • +4 because they score it for you
    • -4 because you aren’t scoring it yourself (given that you can score it)
      • unless you can’t score it which it’s -2 or 0
  • Snipe
    • hit their cargo with one of their cargo, but fast enough so that both go flying away
    • + 4 because you deny them a score
    • but the cost is now picking up the cargo of not your color in auto

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1 Snipe + 2

B1

R1

R2

R3

R4

B2

R5

B3

B4

O1

B5

B6 + B7

O3

O2

B8

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“Crossing the Line”: Cargo

  • You need to snipe early or else they will have already finished their auto path.
  • It’s really hard to get this “sniping” accurate
  • +4 either way if done successfully

  • The Field Bump Exists, but only on one side, this means that it’s much harder to do

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  • The Field Bump only exists on one side

B1

R1

R2

R3

R4

B2

R5

B3

B4

O1

B5

B6 + B7

O3

O2

B8

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“Crossing the Line”: ROBOTS

  • G210

  • You very much can cross the line, you just can’t contact anything
  • OR CAN YOU??!???!
  • The ROBOT can not contact but CARGO very much can — link
  • One you nudge Ball, you probably end up picking both of them up
    • Works Better if you have an internal way to sort out wrong Cargo: 3847 - 1678
  • Every Additional Ball is +4
    • Scoring one additional Ball is always better than placing one of their balls on your side somewhere weird

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3 Ball w/ Steal

  • You can steal on the other side

B1

R1

R2

R3

R4

B2

R5

B3

B4

O1

B5

B6 + B7

O3

O2

B8

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8 Ball Auto

  • This one is kinda crazy

B1

R1

R2

R3

R4

B2

R5

B3

B4

O1

B5

B6 + B7

O3

O2

B8

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Rock, Paper, Scissors

  • If you try to steal, and your opponent is physically, there, you get a -8 tech foul
  • So if you know someone is doing the steal, you can put your robot there and mess up their whole path and get a tech foul
    • This tech foul is not a penalty on you for “making an opponent violate a rule”

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Steal Defense

B1

R1

R2

R3

R4

B2

R5

B3

B4

O1

B5

B6 + B7

O3

O2

B8

LF

RF

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Steal Counter

5 Ball

B1

R1

R2

R3

R4

B2

R5

B3

B4

O1

B5

B6 + B7

O3

O2

B8

LF

RF

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Steal Defense

  • If you steal early and the opponent tries stealing late, you counter them

B1

R1

R2

R3

R4

B2

R5

B3

B4

O1

B5

B6 + B7

O3

O2

B8

LF

RF

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Teleop Alliance Strategies

  • 2 Offense - 1 Defense who holds 2 Opponent Cargo all match
  • Shot Blockers seem valuable
    • Wall with Overhang at Max Height

  • Placing positional defense 2014 style
    • Both Robot Defense and Cargo “Defense”

  • The Real “Offensively Defensive” Strategy
    • 3 Turret Swerve Robots with Blockers that hold 2 opponent cargo each and use G403
      • I don’t think this will be too viable, but ¯\_(ツ)_/¯
    • Winning is not scoring a lot of points, it’s scoring more than your opponent, i.e. creating a differential, defense is a way to do that

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We’re in the Endgame™ now

  • Triple Traversal
    • They’re not all next to each other
    • just climb on top of each other
  • Scoring Cargo until late and doing a fast mid/high climb
    • Going back at 30 seconds to traversal is worse
      • At Champs, we think at least 1 Alliance Captain/ First Pick will come back late
    • Fast Climbs are good
  • Climber Defense (Climber Chicken)
    • The idea with Chicken is who can wait the longest while still getting back to do some climb
    • You and opponent both not climbing is a wash, both climbing is wash,

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Project: Overtime

  • Q134 says extension after match is not penalizable
  • The way scoring works is that Climbs are scored 5 seconds after the match ends

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Project: Overtime

  • Read the bottom of the chief post to learn how the climb
    • Robots needs to be moving
    • but you can’t be extended
  • It uses some form of passive post match climb
    • Needs a way to release at/ before t=0, reach up, and pull up
    • We use NEOs, but could be some other mechanical solution