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Projectile Inheritance (or simply inheritance) is a mechanic in Tribes: Ascend which causes projectile fire to "inherit" a percentage of the player's velocity when fired. T:A currently has 50% inheritance on near-all projectile weapons, excluding the Blinksfusor and some explosive primaries; a Spinfusor shot fired by a player travelling at 200KM/H will inherit 100KM/H of speed in the given direction, while also being affected by angle of attack and respective projectile speed on weapons other than Spinfusors.

In the absence of inheritance, difficulty rises when attempting to hit enemy players during a high-speed chase. While one alternative solution is to simply increase the base speed of all projectiles, this makes low-speed duels less interesting as it means the projectiles become difficult to dodge, as well as causing weapon imbalances. Inheritance gives the best of both worlds, making high-speed chasing viable while keeping low-speed duels interesting. This also raises difficulty in landing shots on stationary targets such as Base Turrets while moving at high speeds.

It should be noted that, although bullet weapons have no inheritance, moving towards your target can effectively 'blueshift' bullets, meaning the interval between bullets hitting the target is smaller than the firing interval of the weapon. The opposite is true when moving away from your target.


With 50% projectile inheritance, the velocity of a fired projectile is the vector sum of the projectile's base velocity and half of the firing player's velocity. For example, suppose you are holding a fictional Spinfusor-like weapon that fires discs with a base speed of 300 km/h:

  • If you fire a disc while standing still, the projectile will travel at 300 km/h, as expected.
  • If you fire a disc straight ahead while traveling at 150 km/h, it will travel forwards at 375 km/h, inheriting half of your velocity.
  • If, while traveling at 150 km/h, you turn around and fire a disc directly behind you at 300 km/h, the disc will travel backwards at 225 km/h. Here the inherited velocity and the base velocity are in opposite directions, so they cancel out rather than adding together.
  • If, for the sake of example, you are traveling at 600 km/h and you fire a disc directly behind you, the disc will float in mid-air with no velocity, as the base velocity and the inherited velocity cancel out exactly. In practice, such speeds are extremely hard to reach.
  • If you are travelling at 600 km/h and you fire a disc directly to your right, the disc will travel at an angle 45 degrees to the left relative of where you fired, and 45 degrees to the right relative of the direction in which you are traveling.

Projectile Inheritance List[edit]

0% inheritance[edit]

20% inheritance[edit]

50% inheritance[edit]

100% inheritance[edit]