Mechina is a client/server modification that attempts to bring a little of the Mecha universe to Tribes 2.Ranging from light assault platforms to heavy siege platforms built to last seemingly indefinitely in battle, HERCs strike fear into the hearts of every soldier alive.
HERCs come pre-equipped with jump jets and can be customized to carry an array of different weapon types and specials.
Each HERC has its own unique strengths and weaknesses.
A great flash guide has been created by a Mechina contributor "Bubi". He has done an excellent job and we recommend you take a look: Bubis Mechina Guide.
The information listed here is subject to change without notice as the mod is under active development. Since this server mod makes use of the existing Tribes 2 base armorments, most of the data here comes directly from the Sierra Studios Tribes 2 website unchanged from its original descriptions. We have tried to be as thorough as we could be when writing descriptions for the Syrinx specific data.
HERCS:
- Talon:
Top Speed: 100kph
Mass: 500
Weapon Mounts: 3
- Hexura:
Top Speed: 90kph
Mass: 550
Weapon Mounts: 4
- Manta:
Top Speed: 80kph
Mass: 600
Weapon Mounts: 4
- Basilisk:
Top Speed: 70kph
Mass: 650
Weapon Mounts: 5
- Sampson:
Top Speed: 60kph
Mass: 700
Weapon Mounts: 6
- Gorgon:
Top Speed: 60kph
Mass: 750
Weapon Mounts: 6
Weapons:
- BC (Blast Cannon):
Ammo Type: Ballistic
Projectile: High velocity explosive shell
Damage: Moderate radius damage
- CLAS (Compression Laser):
Ammo Type: Energy
Projectile: High speed laser
Damage: Moderate direct damage
- PLAS (Pulse Laser):
Ammo Type: Energy
Projectile: High speed pulsing laser
Damage: Low direct damage
- ATC (Auto Cannon):
Ammo Type: Ballistic
Projectile: High speed long range projectiles
Damage: Moderate direct damage
- HATC (Heavy Auto Cannon):
Type: Ballistic
Projectile: High speed short range projectiles
Damage: High direct damage
- Gauss (Gauss Cannon):
Ammo Type: Ballistic
Projectile: High speed long range slug
Damage: High direct/radius damage
- PLAS (Plasma Cannon):
Ammo Type: Energy
Projectile: Plasma ball
Damage: Moderate radius damage
- PLAS (Heavy Plasma Cannon):
Ammo Type: Energy
Projectile: Plasma Flux ball
Damage: High radius damage
- ELF (Electron Flux Whip):
Ammo Type: Energy
Projectile: High intensity electrostatic charged whip
Damage: Low direct damage
- EMP (Electromagnetic Pulse Cannon):
Ammo Type: Energy
Projectile: Electomagnetic
Damage: Ver low radius damage, short circuits energy systems
- SRM (Short Range Missiles):
Ammo Type: Missile
Projectile: High speed short range auto guided missile
Damage: Moderate radius damage
- LRM (Long Range Missiles):
Ammo Type: Missile
Projectile: High speed long range heat tracking missile
Damage: Moderate radius damage
- Flare Launcher:
Ammo Type: Flare
Projectile: Lightweight slow moving flares
Damage: No damage, distracts missiles from their targets
Specials:
- Thermal Diffusor:
Passive device needing no activate, lowers the heat output of your HERCs weapons systems.
- ECM:
Electronic counter measure. When activated, this special jams missiles from aquiring a lock on the users HERC for a period of 20 seconds.
- Jamming Device:
When activated, this special projects a field that hides the HERC within the field from MOST MECHANICAL observation (pulse AND motion sensors). This field lasts for 30 seconds.
Packs:
- Herc Repair Bay:
Your basic air dropped field base. This bay houses a HERC service station, standard Inventory station and repair pack. It also has its own defense system consisting of a Plasma turret secured to the rearside of its roof.
- Relay Tower:
Air dropped communication tower, extends the range of your teams communications systems.
Vehicles:
- Shrike MX Fighter:
A swift one-person aerial fighter, the Shrike carries four chainguns that fire heavy explosive flechettes. Pilots depend on the Shrike's agility to keep them alive rather than its light shields. Excelling at shooting down other turbogravs, the Shrike MX Fighter provides a key defense against air-based threats to tribal ground pounders.
- Raven Dropship:
Slow but tough, the Raven features. Rugged construction, built in jamming field and enormous carrying capacity. It carries a pilot, plus two HERCs which are free to fire their weapons in virtually any direction as the Raven flies over a contested area. When carrying a full load of HERCs and their enormous firepower, the Raven truly brings terror to the battlefield.
Mission Types:
- Defend and Destroy:
Defend and Destroy: Teams try to destroy objectives and or hold switches. Teams score 1 point per objective destroyed and or switch held. The Winner is the first team that destroys all of the enemy objectives and holds all switches, or has highest score at the timelimit.
- Team Attrition:
Your basic team deathmatch. Last team standing wins the match.
- Drop and Hold:
Teams start off with limited communication range, players must deploy Relay towers to extend their teams communication range. Points awarded per tower deployed and per minute per tower. The team that has held the most deployed towers throughout the mission wins the match.