A perfect serve is a cut ball: it hooks from kill to kill
Slice is not a tin and not a rack slot. It is what a perfect serve DOES — the toss ritual's 45 ms window, or a pull that stops inside perfectBand. Every other weapon is handed to you; this one is a technique, and it hands the plain ball a real route to the DOUBLE/TRIPLE KILL ladder that until now only a bomb or a lucky line-up could reach. Banking your specials stops meaning playing worse in the meantime. Only a kill hooks, so a wound ends the chain and no brute, steward or boss ever extends one. It is a crowd skill shot, which is the half of the arsenal the tins do not cover. The pull had to learn a third state to say this. Quality SATURATES at pullFull, so an overpull and a perfect pull drew an identical band: the game was asking you to hit a window it never showed you. The band now goes chalk white inside it and the mark on the target grows a second ring — the fill says where the ball lands, the ring says it will not stop there. The chain path is deliberately NOT previewed. It is a scallop laid over the exact patch of court you need to read, it solves the shot before you take it, and the bodies walk — any chain drawn at pull time is a lie by the time the ball arrives, which is the one thing the band exists not to be. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -237,6 +237,18 @@ export const TUNE = {
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meleeCrowdR: 3.4, // m — the radius that counts as "on top of you" for that scaling (> meleeRange,
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// so the swish speeds up as they close in, not only once they are already on you)
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zPierce: 0.75, // pace a ball keeps after a splatter — hot balls plow through lined-up pairs
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// ---- SLICE. Not a tin and not a rack slot: it is what a PERFECT serve DOES. Cut the ball and it
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// hooks off each body it kills onto the next one instead of plowing straight on. Every other
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// weapon is something you are handed; this one is a technique, which is why it is earned on the
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// timing window (the toss ritual's 45 ms, or a pull that STOPS inside perfectBand) rather than
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// won out of a barrel. Only a KILL hooks — a wound ends the chain — so it is a crowd skill shot
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// that does nothing to a brute, a steward or a boss, and it hands the plain ball a real route to
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// the DOUBLE/TRIPLE KILL ladder that until now only a bomb or a lucky line-up could reach.
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sliceHops: 2, // extra bodies one perfect serve hooks to. 2 => TRIPLE KILL is the ceiling
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sliceR: 6.5, // m the hook reaches for the next body. Wider reads as the game aiming for you;
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// much narrower and a spread-out crowd never chains at all
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sliceTurn: 11, // rad/s the ball swings onto the next one, and THE knob for how it looks: past
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// ~30 it snaps like a ricochet, under ~6 it sails wide before finishing the turn
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// The schedule calls the DUEL, not the tin: weapons are only ever won, but a duel comes round
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// on its own so there is always a chance at one. Fires off the next hand-cleared wave.
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duelFirst: 2, // game after which the first scheduled sudden-death duel is called
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