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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@@ -1127,7 +1127,9 @@ test('classic wears the match feel, and the difficulty table is a ladder', () =>
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assert.ok(e.qMin <= m.qMin && m.qMin < h.qMin, 'harder raises the quality floor');
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assert.ok(e.serve < m.serve && m.serve < h.serve, 'harder serves better');
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assert.ok(e.smart <= m.smart && m.smart < h.smart, 'harder plays the open court');
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assert.ok(e.recover <= m.recover && m.recover < h.recover, 'harder recovers to centre faster');
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assert.equal(m.smart, 0, 'MEDIUM aims at random, as the shipped classic did');
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assert.equal(m.recover, 0.5, 'MEDIUM keeps the shipped recovery jog');
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assert.equal(m.flub, TUNE.classicFlub, 'MEDIUM flub IS classicFlub');
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assert.equal(m.quality, TUNE.classicQualityMax, 'MEDIUM quality IS classicQualityMax');
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assert.equal(m.speed, 1.0, 'MEDIUM leaves aiSpeed alone');
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