In-game cycle: trooper dies → orb appears black (can't hit) → flips to white (hittable) → disappears. Press Space as close to the black→white transition as possible. Clicking before the orb lights up = EARLY (orb not hittable yet). Clicking during white = secured.
| Spawn delay (kill → orb appears) | 0.4–0.7 s random | m_flOrbSpawnDelayMin/Max |
| Invul duration (orb visible BLACK) | ~0.55–0.85 s random | m_flInvulDuration + Min/Max (sandbox: 600–667 ms) |
| Hittable window (WHITE) | 0.700 s fixed | m_flLifeTime — confirmed 42 frames @ 60 fps over 3 orbs |
| Server claim window | 0.06 s | m_flOrbClaimWindow |
| Initial velocity | 65 u/s up + 40 u/s lateral, ×1.5 burst for 0.2 s | m_flUp/LateralSpeed, m_flBurst* |
| Gravity | zero (pure drift) | m_flGravityScale |
| Killer-side bias | +115 u/s vertical, +40/55 u/s X/Y toward killer | m_flKillerPlane* |
Audio: Web Audio sample-accurate, 25 ms lookahead. Click feedback uses voicing tiers (always consonant, no detuning) — fewer voices the later you click: ≤25 ms = full resolved chord (PERFECT, green), ≤100 ms = basic chord (GREAT, green), ≤200 ms = just a third (LATE, orange), >200 ms = bare single note (LATE, red). Click before the orb lights up plays a harsh tritone cluster.