HARD finally outruns the runner
Oliver benchmarked HARD against the game's own roster: "the runner in zombie mode is way faster than the regular player in hard" — and the numbers agreed. The RUNNER covers 6.15 m/s (racketSpeed x rung x foe.speed) with no reaction gate; HARD's classic CPU did 5.59, only after its 0.22 s read, and ambled back to centre at HALF speed between shots — that recovery jog was the free points. HARD now moves 4.3 x 1.5 = 6.45 m/s, and DIFFS grows `recover`: the between-shots factor, 0.85 on HARD where the shipped 0.5 stays pinned on MEDIUM. Wrong-footing him still works; strolling him side to side no longer does. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -1733,7 +1733,9 @@ export function update(dt) {
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const incoming = ball.active && ball.lastHit === 'P'
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&& G.aiReactT >= (G.diff ? G.diff.reaction : TUNE.aiReaction);
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const tgt = incoming ? intercept('O') : HOME.O;
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const spd = TUNE.aiSpeed * (G.diff ? G.diff.speed : 1) * (incoming ? 1 : 0.5); // slow recovery: wrong-footing wins points
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const spd = TUNE.aiSpeed * (G.diff ? G.diff.speed : 1)
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* (incoming ? 1 : (G.diff ? G.diff.recover : 0.5)); // slow recovery: wrong-footing wins points
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const dx = tgt.x - O.x, dz = tgt.z - O.z, d = Math.hypot(dx, dz);
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if (d > 0.1) {
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O.x += dx / d * Math.min(spd * dt, d);
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