Spinfusor Type

The Spinfusor is a mainstay weapon in the Tribes series. Many of us have grown up on Spinfusors, and know intuitively how they work, but for many new players it is hard to visualize or understand. Because Ascend has made the Spinfusor an entire genre of weapon as opposed to a single weapon used by many classes, this is a page that covers every iteration of Spinfusor.

Spinfusor Characteristics
The Spinfusor is NOT affected by gravity, or physics. The Spinfusor fires in a single vector that is dependent on where the player was aiming, there is 0 rate of change on a Spinfusor disc in acceleration, velocity, or direction. In a game where many other weapons rely on lobbing shots and tracking projectiles, the spinfusor is a weapon class in of itself.

All Spinfusors have splash damage. When a Spinfusor disc collides with any enemy player, surface, or vehicle, it will explode, damaging units in an area around it. Spinfusor damage is reduced significantly when the player is not hit directly by the disc.

All Spinfusors have knockback. Firing a spinfusor at your feet can give you a boost in the opposite direction you were facing. Hitting enemies will push them in the opposite direction of the b

The speed of the disc is based on your own speed. This is something that is commonly overlooked, a spinfuser disc adds the player's speed to it's projectile speed, and this speed remains constant through the entire duration of the disc path. While other projectile weapons exhibit this trait, it is less noticeable due to their downwards trajectory. This makes the Spinfusor a great chasing weapon.

Currently there are a few different Spinfusors in the game, each with their own changed mechanic. Each one is described below, and has more detailed information on it's specific page.

Spinfusor
Disc Damage 910 Splash Damage 650-325 Standard Knockback The standard issue Spinfusor old Tribers know so well, it is not an exact replica of the old version, many have referenced that it fires a tad slower than it has in past generations (Ascend is a bit slower overall though). Spinfusor damage has changed over different games, but the percentage-wise the Spinfusor in Ascend is up to snuff with the damage it could put out in older games. This is the main weapon of the Soldier class, however it (oddly) needs to be unlocked.

Heavy Spinfusor
Disc Damage 980 Splash Damage 700-430 High Knockback The Brute class uses this Spinfusor as it's Primary weapon; it has a higher damage and knockback than the standard issue Spinfusor, but it has a slightly tighter ammo supply. Heavy Players can rejoice, as the Spinfusor has now been scaled in damage to compensate for the lack of mobility all heavies have to deal with. The knockback on this allows more tactile usage indoors, pushing opponents into walls and behind objects. Also helps to give yourself a bit of an extra push.

Spinfusor MKD
Disc Damage 840 Splash Damage 600-300 Massive Knockback This is an interesting iteration, trading damage for a massive increase to knockback. It is used by the Juggernaut class as a secondary weapon, and uses a green trail instead of a blue one. This weapon is suited well for maneuvering yourself and others into better positions, as well as managing distance between enemies. Another strong Spinfusor for the heavy class.

Light Spinfusor
Disc Damage 770 Splash Damage 550-275 Less Knockback A Spinfusor that lacks the "umpf" that many players are used to, but comes on the light and agile Pathfinder class. While not quite as powerful, its still a strong primary choice.

Stealth Spinfusor
Disc Damage 700 Splash Damage 500-250 Small Knockback The weakest Spinfusor in the game comes with a nice perk to compensate: the Infiltrator can fire this and cloak afterwards at a quicker rate than normal. It uses a red trail instead of a blue one, and is an unlockable Primary weapon. It is well suited to hit and run maneuvers, and the reduced knockback can be useful in close quarters combat if the need arises.