Tip for nailing the LINE part of EOLine

Cride5

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If you're currently doing EO followed by Line, you may find you're ending up with some horrible Line cases. It can actually take up to 4 extra moves to complete the line after EO.

I've been playing with an idea to make integrating the line-part into EO easier, so here goes...

We want to create a line in the D face. No matter how the line is created, it eventually boils down to the following:
Goal 1: Line in DF/DB position
Goal 2: Line in DR/DL position followed by D/D' turn - less desirable since it takes 1 extra move

With these two goals in mind we may rank possible line edge positions according to their distance in moves from either of the goal states (using HTM):

Distance from goal state 1 (group 1):
0: DF, DB (oriented)
1: UF, UB, DR, DL (oriented)
1: RF, LF, RB, LB (disoriented)

Distance from goal state 2 (group 2):
0: DL, DR (oriented)
1: FL BL, FR, BR, UL, UR, DF, DB (oriented)
2: FU, FD, BU, BD (disoriented)

Placing both line edges into either group 1 or group 2 will result in a more efficient line unless they're positioned in such a way that moving one into line disturbs the other. Use the positions in italics with caution for this reason.

It turns out that if one edge ends up an group 1, while the other ends up in group 2 it always leads to a difficult line (2+ moves, most cases 3+).

An efficient line can be therefore be achieved by trying to move both edge pieces into group 1 during edge orientation. If this requires too many setup moves, aim for group 2, but try to avoid ending up with 1 line edge in each group.

Hope this made sense ;)
 
I don't understand :o
How does this help?
I'm not doubting the usefulness of it, I don't understand exactly what all that means
Could you do an example EOline perhaps, with these tips?
 
I don't understand :o
How does this help?
I'm not doubting the usefulness of it, I don't understand exactly what all that means
Could you do an example EOline perhaps, with these tips?
Soz, I probably never laid it out clearly enough. It helps to guide your decisions during EO, resulting in a more efficient line. For example:

Scramble: F U2 D2 B2 U' F U' R' L' D R'

If I were to adopt the "EO + Line" strategy I might do something like:
Basic EO: U2 L R B' ... followed by line: R U F2
...this is quite an inefficient line because the DB edge ends up in a group 1 position (RB) and the DF edge ends up an a group 2 position (FR)

In this EOLine solve its possible to aim for group 1, so If I do:
D' L' R' U2 B
...then I've saved 2 moves. This is because the initial D' move, placed the completed DF edge into a group 1 position. The disoriented DB edge was then manipulated into another group 1 position (LB). The result is an optimal EOLine.

Before trying to take this on board, realise that EOLine is HARD ... well for me anyway :p so adding this onto your solve should probably only be attempted once you're very comfortable with EO!!

Hope this helps

Great guide! I gave up on ZZ a few days after I started, but I might start again just to try this.

Also, shouldn't this be in How-Tos, Guides section?
I guess it was just an idea. Not sure if its been tested enough to be a how-to guide. What do other EOLine solvers think?
 
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I have always solved DF/DB to put the cube into the L, U, R group, and the extent of my EO-Line combination is occasionally doing F instead of F' or B instead of B' when orienting edges to place those line pieces. I will look into this description when I have more time, it sounds like a promising technique!
 
I'll try to get into this.
I'm comfortably sub 30 with ZZ, but the line takes 7-9 seconds with only 15 second inspection...
 
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