The aim cloud goes quiet, and a mistimed flick falls short of the line
Hidden behind TUNE.aimCloud rather than deleted: the reading it gives — how much width the swipe is buying, before the ball leaves — is the only teacher the gesture has, and the panel can flip it back live for the next look at it. And "a little harder to hit the out" is a number: flickReach 0.62 -> 0.52, which halves the worst-case rate from about 15% to about 7%, with the test tightened so it cannot drift back. The shape is untouched — a perfect flick still never sails, a badly timed full swipe still can — but a mistimed one now lands nearer the middle than the line, which is the only half of that trade a player who cannot see his own timing can do anything about. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -502,6 +502,13 @@ swayOf` reads the swipe's length as a continuous 0..1 (`TUNE.flickMin`..`flickFu
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the SERVE already did, and `doHit` spends that instead of `ax`. Keys have no length, so they keep
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the full lane, and the AI's aim (no `mag`) is untouched.
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**...and the out was tightened once more** (2026-08-18, *"make it a little harder to hit the out"*):
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`flickReach` 0.62 -> 0.52, halving the worst-case rate from ~15% to ~7% and pinned by the test. The
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shape is unchanged — a perfect flick still never sails, a badly timed full swipe still can — but a
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mistimed one now lands NEARER THE MIDDLE rather than nearer the line, which is the only half of that
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trade a player who cannot see his own timing can do anything about. **`flickReach` is the out dial**;
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`aimError` is shared with the opponent's returns and with every aimed shot in the gore modes.
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**This is also what hands the OUT back to the player.** Oliver: *"the number one reason i die is
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that i myself keep firing balls into the out."* Going out was never his choice — every aimed shot
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took the FULL width and then `err()` on top, so the dice decided. Width follows the swipe now, so
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@@ -540,7 +547,10 @@ timing can keep in. Three things were learned making it read, all of them the ha
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obvious ramp showed nothing across the whole safe half of its range. The cool end carries its
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contrast in LIGHTNESS, which is what makes it read on grass, clay and slab alike.
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The threshold is not a flip: the colour is already gold before you reach it, so "too hard" is
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something you watch coming. Only inside the window where a release would still BE a flick (`FLICK_MS`/`TUNE.flickMin`, the same
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something you watch coming. **It is OFF as of its first playtest** (*"hide the indicator for now"*)
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— `TUNE.aimCloud` gates the whole block and the tuning panel can flip it back live. Kept rather than
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deleted: it is the only thing that shows the gesture's strength before the ball leaves, and the
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lesson it teaches has no other teacher. Only inside the window where a release would still BE a flick (`FLICK_MS`/`TUNE.flickMin`, the same
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gate `endTouch` uses) — past that the gesture is a run and a target hanging off it would be a lie.
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Rally modes only (`rallyFeel`); gore's flick free-aims at a body, not at a lane. The placement ring
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turns `UI.bad` when the shot really is out, so the two rings together ARE the lesson: what you asked
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