All aircraft
Reference

MetalStorm statistics glossary

What each statistic in MetalStorm measures, in the wiki's own words. 48 entries covering the airframe, cannons, missiles and rockets. 23 of them are stats this tool carries for all of the roster, and every one of those links to the roster sorted by it.

The game shows some of these under Base statistics and the rest under Advanced, which is marked on each entry. That grouping is the game's and does not always match how this tool sections its columns.

2 entries are marked as published. Those are reproduced exactly as the wiki has them, including a heading or a unit that looks wrong, with a note saying what looks wrong about it. Correcting a source quietly is how a copy stops being a copy, so nothing here is corrected.

Aircraft

23
AccelerationAdvancedkm/h/s
How quickly your aircraft gains speed without using afterburner
Acceleration afterburnerBasekm/h/s
How quickly your aircraft gains speed while using afterburner
AmmoBasesecondsas published
Total ammo carried before needing to rearm
Published under this heading with this unit, which looks swapped with the other row: afterburner fuel is measured in seconds and belongs to the aircraft, while ammo is a whole number belonging to the cannon. Reproduced as published; worth raising with the wiki.
Climb speedAdvancedkm/h
The maximum speed your aircraft can reach while using the afterburner
Detection rangeAdvancedkm
The distance at which you spot enemy aircraft
Flare cooldownAdvanceds
Time between consecutive flare activations
Flare durationAdvanceds
How long a deployed flare disrupts incoming missile guidance
Fuel regeneration timeAdvanceds
How long it takes for your afterburner to fully recharge once depleted
HealthBasewhole number
Total damage your aircraft can withstand before being destroyed
High Speed Turn rateAdvanced°/s
Your turn rate while at top speed
Missile warning rangeAdvancedkm
Maximum distance at which you are alerted to missiles travelling to you
Optimal turn rateBase°/s
The highest turn rate the aircraft can achieve
Optimal turning rangeAdvancedkm/h
The range of speed that allows for maximum turn rate
Optimal turning speedBasekm/h
The speed at which your aircraft achieves its highest turn rate. Turn rate falls off above and below this speed
Radar coneAdvanceddegrees
Width of your radar's forward detection arc
Radar rangeAdvancedkm
Maximum distance your radar can detect targets, within the radar's forward range
Roll rateAdvanced°/s
How fast your aircraft can roll
Stall speedAdvancedkm/h
Minimum speed at which your aircraft can maintain controlled flight. Dropping below this speed causes your aircraft to stall
Top speedAdvancedkm/h
Maximum forward speed your aircraft can reach without using afterburner
Top speed - afterburnerBasekm/h
Maximum forward speed your aircraft can reach while using afterburner
Turn responsivenessAdvanced0-10
How quickly your aircraft responds when you steer
Turning top speedAdvancedkm/h
Fastest speed at which you can hold a sustained turn without using afterburner
Turning top speed - afterburnerAdvancedkm/h
Fastest speed at which you can hold a sustained turn while using afterburner

Cannon

12
Afterburner fuelBasewhole number (or infinite)as published
How much afterburner you can use before running out
Published under this heading with this unit, which looks swapped with the other row: afterburner fuel is measured in seconds and belongs to the aircraft, while ammo is a whole number belonging to the cannon. Reproduced as published; worth raising with the wiki.
Aim assistAdvanceddegrees
How far off-target you can aim while still triggering aim assist
Armor piercingBasetier
The effectiveness of fired rounds when it comes to piercing target armor
Damage per secondBasedps
Possible damage output assuming cannons are fully-spun-up and firing continuously
Heat dissipation rateAdvanced%/s
How quickly cannons cool down while not firing
Lead reticle rangeBasekm
The maximum distance at which the aiming lead reticle appears for cannons
Max firing timeAdvanceds
The maximum duration of continuous cannon fire before overheating occurs
Overheat cooldownAdvanced%/s
How quickly cannons cool down after triggering overheat
Rate of fireAdvanced/s
Shots fired per second once the cannon is fully spun up
Shot spreadAdvanceddegrees
How far each shot strays from your aim. Lower spread is more accurate
Spin-up timeBases
Time it takes for cannons to spin up from idle to full rate when firing
VelocityAdvancedkm/h
Velocity of each round fired. Higher velocity results in faster time-to-target

Missile

9
Acceleration timeAdvanceds
How long it takes for a launched missile to reach its top speed
DamageBasewhole number
Damage dealt on direct hits
Lock FOV - endBasedegrees
The angle at which you can continue to guide a manually guided missile in flight
Lock FOV - manual guidanceAdvanceddegrees
The angle in which an existing lock is kept active
Lock FOV - startBasedegrees
The range in front of you in which a target can be locked on from
Lock rangeBasekm
Maximum distance at missiles can acquire a target lock
Lock timeBases
How long you must hold a target inside the lock cone before the missile is ready to fire
Turn rateBase°/s
How sharply the missile can turn to a moving target
VelocityBasekm/h
A missile's top speed once it is fully accelerated

Rocket

6
Acceleration timeAdvanceds
How long it takes for a launched missile to reach its top speed
Blast radiusBasem
Maximum radius from impact in which the missile deals damage
Lead reticle rangeBasekm
The maximum distance at which the aiming lead reticle appears for rockets
Rocket velocityBasekm/h
A rocket's top speed once it is fully accelerated
Rockets rate of fireAdvanced/s
Shots fired per second
Shot spreadAdvanceddegrees
How far each shot strays from your aim. Lower spread is more accurate

Where these come from

Quoted from the MetalStorm wiki's upgrade glossary as it stood on 2026-08-18, under CC BY-SA 4.0. Wording is the wiki's, unedited. The wiki warns that Starform tunes mechanics without notice, so a definition can go out of date without anything here changing.