Tactical Reroll
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Motion

The battle's clock, read from docs/shootout.js when the site was built, and four of its moments in the real calculator at a phone's width.

Each frame is the site itself; scroll inside one to see its funnel.

A volley
A charge
To the death
The docked row

Timings

ConstantValueWhat it times
FIRE250 msthe wait before the first shot leaves
FLIGHT1,000 msa shot's flight across the funnel
WALK2,400 msthe classic charge's walk in
BLINK260 msa failed shot's blink at its line
LEAD1,000 ms
TURN_GAP450 msTo the death: the pause between parts
BANNER1,300 msTo the death: the round's banner
RESULT2,200 msTo the death: the result held at the end
EFFECT_MAX1,400 msthe longest a weapon effect may make a volley
HIT_STOP60 mshow long a heavy hit holds the battle
RUN1,500 msthe charge's run
WIND110 msthe wind-up before the slam
SLAM130 msthe slam into the target
BOUNCE900 msa charge that does nothing, bouncing off
CHARGE1,000 msthe wipe's charge-up
DASHES5the wipe's dashes (a count)
DASH80 msone dash
REST70 msthe rest between dashes
GONE750 msa vaporised target fading
STRIKE70 msthe beat between blows that land
HOLD700 msthe hold after the last blow
POP260 msthe squad popping back home
LIFE1,100 mshow long a hit's number lingers
ZAP170 msa laser's flash
REACT3,900 msa pixel reaction after the volley
ART2,400 msa reaction's art on screen
GIF_FPS12a shared GIF's frames a second
GIF_MAX20,000 msthe longest a shared GIF runs
GIF_W560a shared GIF's width (px)