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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@@ -2294,7 +2294,7 @@ export function render() {
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// walks out toward the corner as you swipe further, and turns red once you are asking for a ball
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// the line cannot hold. Timing still decides how much of it you actually get — that is what the
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// receipt says, and the difference between the two rings is exactly the lesson.
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if (G.swipe && G.phase === 'rally') {
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if (G.swipe && G.phase === 'rally' && TUNE.aimCloud) {
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const sway = swayOf(G.swipe);
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const x = sway * TUNE.flickWidth;
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const z = G.swipe.fy < -0.38 ? SHOT_DEPTH.deep : G.swipe.fy > 0.38 ? SHOT_DEPTH.short : SHOT_DEPTH.mid;
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