manutoo wrote:Elias,
I just posted this in the v1.0e topic in MG's Forums :ok, I did some tests, and I think I found the root cause of your issue ; currently, there's a forward inertia after each strike & serve, and it was not too noticeable before because it wasn't too much above the speed conversion limit, but now it's way beyond it, so for next Build, I'm going to drastically reduce it, so you'll have a better control of your player after your strikes & serves (which should help lower the number of return winners) ; I won't reduce it on accelerations, though, coz the balance is ok for them (ie: it's easy enough to hit winners, so it's ok to be a bit get penalized if you use an acceleration that doesn't give you an advantage in the rally).
I'll add this just here : so I may even reduce more the speed conversion limit ; I lowered by 40% so far on all surfaces except clay, and I may go to 45%, so it'll be almost same than on current Clay (which is currently reduced to 46% if you used the un-modded Court.ini, and next Clay will get reduced by 47.5%).
So don't spend time tuning the whole roster right now.
I'll try to release the next Build around end of this week, I'm going to let my idea mature a bit 1st...
Noted.

About our clay i just modded the court.ini for hud display purposes, but kept physics untouched (though i can't see any value relative to speed conversion in it ? just curious wich variable is tied to it ?).
About the forward inertia issue you found, this should only affect forward movement, not much left/right movement, or do i get it wrong ?
Well, many thanks for warning about incoming changes, i'll wait your next update then to go any further with our stats, no waste of time then

Anyway TE is tweakable enough therefore i'm confident after some tests with the stats that we'll be able anyway to reach an acceptable balance whatever the inertia value will be fixed to.

.