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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wuwiandClaude Fable 5 committed 2026-08-14 12:07:59 +02:00
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@@ -1127,7 +1127,9 @@ test('classic wears the match feel, and the difficulty table is a ladder', () =>
assert.ok(e.qMin <= m.qMin && m.qMin < h.qMin, 'harder raises the quality floor');
assert.ok(e.serve < m.serve && m.serve < h.serve, 'harder serves better');
assert.ok(e.smart <= m.smart && m.smart < h.smart, 'harder plays the open court');
assert.ok(e.recover <= m.recover && m.recover < h.recover, 'harder recovers to centre faster');
assert.equal(m.smart, 0, 'MEDIUM aims at random, as the shipped classic did');
assert.equal(m.recover, 0.5, 'MEDIUM keeps the shipped recovery jog');
assert.equal(m.flub, TUNE.classicFlub, 'MEDIUM flub IS classicFlub');
assert.equal(m.quality, TUNE.classicQualityMax, 'MEDIUM quality IS classicQualityMax');
assert.equal(m.speed, 1.0, 'MEDIUM leaves aiSpeed alone');