A move can end three ways. Choosing the right one for each move is the single biggest speed gain in a 15-second autonomous — often 1–2 seconds recovered, with no new hardware and no faster motors.
Settling isn't free. Each settle spends time decelerating and confirming the stop — call it roughly 0.3–0.6 s per move on a typical drive. A 15-second routine with 6–8 moves can therefore burn 2–4 seconds just standing still between actions. That's time you could have spent scoring.
Two common reasons: to trigger a mechanism partway through a move, or to begin the next action before the endpoint. The classic case is deploying an intake on the way to a game element so it's already running when the robot arrives.
Instead of waiting for the controller to confirm a settled stop, you watch the robot's velocity. The moment it's low enough, you hand off — often while a little momentum from the previous move is still carrying the robot. Moves flow into each other rather than stop-and-restart. The result looks smoother, moves faster, and scores more in 15 seconds.
If the action after the turn needs you in a different place (not just a different heading at the same spot), a swing usually gets you there faster because it folds rotation and travel into one motion. Good cases: approaching a wall at an angle, arcing around a game element, or leaving a scoring zone toward the next pickup.
Drive 30″ to a game element (intaking on the way), turn 90° to face the goal, drive 14″ to score, then swing back 70° to reach the AWP position.