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.