Let the player take the net and come back, and smash a lob he gets under
Oliver: "Steuerung ans Netz gehen", option (1), and "einen Lob vom Gegner als Volley annehmen soll derb schmettern". - A long up-flick (90 px or more) is the attack: the deep ball, and he follows it in. A long down-flick is the lob, and he goes back behind it. Short flicks keep the deep ball / the drop and leave him where he is. Length only, never context. - The net costs him what it costs the CPU: he split-steps (netReact) before reading the pass, and a CPU facing a net man passes at the line. Without both, the attacker won 78-95% of his net points. - The smash: a ball taken out of the air at 1.9-2.5 m is struck harder and to the open court, read late by the opponent, and pops "SMASH!". It wins ~80% of its points. - Lobbed at the net, he decides once whether he can get under it. If he can, he smashes. If not, he runs it down and only blocks it back, even if he meets it in the air. Re-deciding every frame smashed every lob. Measured at level 26: the base ladder is unchanged. Attacking pays against pushers and touch players and costs against big hitters, slicers and rushers. Three new tests; v374. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -107,6 +107,16 @@ export const TUNE = {
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softErr: 0.8, // ...and how far toward it at quality 0
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lobTurn: 0.6, // leg speed of an opponent lobbed at the net: he turns and backpedals
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netReact: 0.22, // s an opponent at the net stands reading the pass before he moves
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attackMin: 90, // px: an UP-flick this long is the ATTACK — the deep ball and you follow it to the
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// net (shorter: the deep ball, you stay). Mirror of dropMax: a long DOWN-flick is
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// the lob and takes you back to the baseline. One meaning each, wherever you stand
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smashMinY: 1.9, // m: a ball the player takes OUT OF THE AIR at least this high is a SMASH...
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smashMaxY: 2.5, // ...up to this high (above CONTACT.maxY: the overhead reaches higher than a volley —
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// but under the 2.8 m the opponent's lob clears a net man by, or he smashes it standing)
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smashPace: 0.8, // ...extra pace on top of the forward flick's, scaled by timing
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smashRead: 0.3,
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smashRun: 0.25, // share of his legs a lobbed net man may need to get UNDER the lob for the smash —
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// a short lob is smashed, a deep one is not (he turns and runs it down, lobTurn) // s the opponent stands reading a smash before he moves
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softRead: 0.35, // s any opponent stands reading a soft ball (drop, lob) — they are disguised
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aimError: 2.4, // m of scatter at quality 0
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aimTrust: 0.3, // an aimed rally shot TRUSTS its flick: the scatter may still push the
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