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Yeah, clearly less aggressive distancing and bullet power helps out a bunch here. Now that we've changed the default distance we also need to change the reverse probability, all those need to go to 29. Also, I really wonder if there isn't some way to reduce the number of sacrifice rounds at the beginning against top-bots. Perhaps have something like what I do in Toorkild with using total enemy damage received to trip the movement modes instead of number of deaths.
Hmm, fewer exploitative rounds would almost certainly increase PL--er, PWIN, but it might reduce APS against weak bots. I suppose we could try going back to four rounds of exploitative movement and see if that helps.
I don't see any plausible mode-selection other than the one we have now. The amount of Codesize we have to work with is far too small to even implement something like Splinter's, let alone Toorkild's.