2787778ad20d23073ef948b1e534d8f6b151477d
The slingshot serve didn't fix the gameplay because four things were free at once: pure-hold auto-target with predictive lead, a hardcoded 0.62 serve quality, infinite ammo with an instant mid-rally re-toss, and a melee swish on every single tap that cleaved the whole cluster. Perfecting the pretoss/toss rhythm beat the game; no skill required. The ball is scarce now. A spent ball LIES where it died (G.loose, ringed on court) and there is no serve until it's back in your hand: walk it down (instant, and the only reason to leave the baseline), let a boy scoop it, wait out TUNE.looseMax, or watch a shambler swallow it — the one real punishment. Fire rate is a positioning decision instead of a thumb-tempo one. Also: the far backstop rebounds a ball with pace left, still lethal on the way home and volleyable (trySwing lets P re-hit their own ball in splatter); melee drops to nearest-one-only on a 1s cooldown; and the mid-rally re-toss is gone. With no ball in hand the thumb-drag steers your legs instead of the reticle — without that, walking your ball down is impossible on touch. TUNE.looseMax is the fire-rate knob. Measured: ~4s per serve standing still, ~0.4s if you go and get it. 600 taps in 10s now yield exactly one serve. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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