u/NeverEngageHeadon

How to play sacred sheathe combo?

I don’t have specialized skills, I went with crit build, but no matter how i look at it sacred shealth combo lowers dps if you do it, is there anything I can do?

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u/NeverEngageHeadon — 1 day ago

I bought the ticket now there is only Rabbits and blue monkey what can I do

hi, I bought the ticket cuz I like the respawn and bigger circle, and I wanted to upgrade khezu weapons but since I bought it the entire map is only the rabbit and the blue monkey, which greatly hinders my progression toward the weapons I wanted to upgrade. what can I do to revert the map?

worse yet I bought for the entire week in advance, am I just stuck with rabbits and monkeys?

thabk you

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u/NeverEngageHeadon — 7 days ago

Man the A-10 feels very realistic in this game

MY GUN CANT REACH SHIT AND EVERYONE PICKS ON ME FOR BREAKFAST, just like in real life it’s wonderful!!

For people who want realism in this game, you should really play the A10 it’s like very much a simulator experience!

seriously tho wtf is that combination of weapons and stats, big gun with a reach of a baby’s fist, very limited rockets that doesn’t even line up with the gun, missiles that can’t kill by themselves, despite being as slow as a balloon blue missiles still kill me in 2 shots, and fucking russian guns cut me through like butter.

fuck for its shitty flight stats this shit should at least have 600 health with a 3km gun lead range.

devs plz despite being one of my fav plane this one is ACTUALLY miserable, unlike the flankers and hornet this one is ACTUALLY MISERABLE!!!

show some luv plzzzzzzzzzzzzzz

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u/NeverEngageHeadon — 18 days ago

Why do people hate flankers?

I found them to be quite strong as long as you have them properly build.

SU34 is one of the fastest attacker, and its rockets sync with the gun which is crazy good

SU27 passive is severely underrated, get targeting mod and spam your infrared missiles then u r basically flying a light fighter

SU35 has very solid turn rate and gun (active ability makes gun good), again basically light fighter dressed up as heavy fighter

SU30 is a VERY solid heavy fighter platform, which unlike the trash F18E it actually has a high corner speed which allows it to do peak and yeet pretty well. active ability pairs very good with fast flare mod which makes it pretty much invulnerable to mid-long range missiles while being able to send a lot on its own. passive with level 8 down gun upgrade basically make it into a mini J37. IMO this is a TRUE 4th gen fighter

SU33 has 6 manual missiles, which is arguably the BEST missile since upgrade 2.0 because it can bypass flares up to 1 NM. Even against hard bot with perfect flare timing it is still able to by pass at 0.8 NM. Not even to mention it’s one shot light fighter potential. it DOES fly like a truck tho.

so why do people hate the flanker line? i Really don’t get it, it’s much better than the piece of shit F18

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u/NeverEngageHeadon — 28 days ago

Bug: you can get more than total blueprints and waste your blueprints option!

was upgrading my SU27 blueprint, had it at level 2 but already have 5 more, somehow the damage control blueprint showed up again and I accidentally clicked it and it properly went to 6/5. by then there is nothing i can do and upgrading didn’t reimburse anything. its really annoying especially those are not easy to come by

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u/NeverEngageHeadon — 28 days ago

How do you play F18(normal) at level20?

I heard people say it’s like super bad and im kinda curious if leveling it to level 20 will change it.

I mean from the stats it can’t turn, can’t run, can’t climb, gun is worse than other vulcans, missile cant multi guide, passive doesn’t make sense, active skill conflict with its already bad turn rate (fuel skill scale off fuel capacity, which worsens turn rate), the only redeeming quality is the low corner speed ( better one circle) even then it doesn’t have delta wing so its not really useful.

I’m not complaining, all these trash quality just made me want to level it to 20 even more. I had a ton of struggle getting both hornets to 600 trophies, so:

i want to ask people who build it to level 20 AND have more than 1000 trophies: what is something this plane can do that no other plane can do? What’s your build especially mods? once you figure it out is it worth to level it to level 20?

thanks

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u/NeverEngageHeadon — 1 month ago

Bug: M.III gun lead indicator does not account for the passive skill

title, if you are going really fast rn u need to aim much closer to the target than the lead indicator indicates.

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u/NeverEngageHeadon — 1 month ago

Please add first person view

I want realistic control immersions, thank you.

i don’t mean cockpit view I know that takes tremendous effort to model, just first person which should be very easy implement. if you played ace combat you know what I mean.

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u/NeverEngageHeadon — 1 month ago

(Guide) I'm absolutely LOVING the new update, DO NOT SPENT YOUR COMPENSATION BEFORE READING THIS GUIDE

If you do spend money, do not spend your compensation quickly.

The compensation is something, but it is LIMITED because upgrade do get more expensive but its normal for a F2P subscription model which you should expect.

At the date of writing (20260602) the balance stays true but it is easily changed.

In any case, I have played Metalstorm for around three or four years I can't remember, but I have several early aircraft at level 20, including the F-14, F-4, F-5, J35, Mirage and MiG-23. I have spent more than $1,000 on the game, maybe closer to $2,000, so I have a spectrum of play-styles to talk about. I'm not a whale by any means but I did my fair share of support.

I do not have level 20 stealth fighters, so maybe someone else can fill in that part.

Before choosing upgrades, you need to understand what kind of aircraft you are flying:

1v1 turnfighter: low corner speed, high turn rate, and built to win close-range turning fights. such as the J35 and F5(although personally I think F5 is a terrible aircraft that needs buff) etc.

Hide-and-seek fighter: high corner speed, high speed (F22, F15 etc) and other bad aero stat aircraft that forces you to use terrain (especially attackers) because they have no other practical options.

The third is the boom-and-roomer: interceptors or high-altitude trait aircraft that rely on speed, energy, missile pressure at high altitude with no cover and dodge manual and infrared missiles with pure speed.

Energy matters more than almost anything else because energy lets you hide behind terrain faster, win turnfights, dodge missiles, and allow you to turn at corner speed. The only thing REALLY affecting energy retention in this game is acceleration, so you should always look for that. Most of the aircrafts in this game is energy hungry.

Below is the upgrade with respect to aircraft or archetype which I think you should pursue.

Infrared missiles: most aircraft should go all up which gives more damage. The big exception is the F-14. For the F-14, go all down because combined with its passive, infrared missiles become an interceptor finisher.

Manual and hunter missiles (Not recommended for upgrading): aircraft-dependent. Upgrade is generally not recommended except for damage, because level 8 only improves turn rate mostly improves CCM. If your goal is hunting interceptors, then missile turn rate becomes more worth considering.

Radar missiles: interceptors should usually go for damage(up) in upgrade tree to maximize one-shot potential against light fighters and low-health medium fighters. For most other aircraft, go down is usually the better path to maximize hit probability.

Guns: depend more on aircraft handling and your own aim. Gun range is mostly irrelevant after the nerf on Viggen. For levels 5, 6, and 7, based on turn rate and preference if the aircraft has high DPS but bad turn rate, go down upgrade. If the aircraft turns well and you can keep the target in front of you, go up upgrade. For level 8 precision gun, if you are skilled and the plane already turns well, go down upgrade. If you are not consistently staying on target, go up. For assault level 8, go down, because the up option is mostly irrelevant for assault gun (bad trade off on stats).

Avionics: don't upgrade unless you are flying interceptors. Warning range is not very useful if you already have decent situational awareness. For level 5, interceptors should go up, while people who hate interceptors can go down. For level 6, interceptors going down is a necessity, and I think going down is better for everything because flair cooldown is better than radar cone by a large margin. Level 7 is usually up. Level 8 is mostly down. UPGRADE THIS LAST IF YOU ARE NOT FLYING INTERCEPTORS. Even with interceptors, level 6 flare cooldown is the only thing you need.

Rockets: The problem with rockets was never damage. The real problem was hitting the target and synchronizing rocket fire with the gun. Because of that, velocity is the most important rocket upgrade. Damage is much less important, lead reticle range is mostly useless, but rate of fire and blast radius can help. My general recommendation is down, down, up, and stay level 7 because the final level 8 up being a cherry on top. COMMIT TO LEVEL 8 ONLY IF your fav plane is some kind of attacker, even then only go for up.

Engine: Level 5 is mostly whatever: acceleration impact is bad for down, but the compensation is decent, interceptors should usually go up because non-afterburner top speed doesn't do much. At level 6, interceptors (and other boom and zoomers) should go up upgrade and everyone else should usually go down upgrade. Level 7 is annoying because both options are bad because it reduces total energy. I recommend going up if you can afford it, but if you cannot afford it, staying at level 6 may be better. For level 8, interceptors (and other boom and zoomers) go up and everyone else go down.

Fuselage: Medium fighters usually want turn rate, but do not fall below the effective health needed to deter interceptor one-shots: 260 effective health or the level-equivalent threshold. Light fighters go all up to deter interceptor one shots. Interceptors usually go all energy and speed. Level 8 depends on effective health thresholds.

The important maxed-new-system effective health surviving thresholds: two-shot manual missile requires 367 effective health. Two-shot radar missile requires 345, or 337 without the manual level 8 damage upgrade. Two-shot infrared missile requires 323, or 301 without the level 8 upgrade. One-shot interceptor missile requires 259. (effective health meaning damage mitigation taken into account)

If you are not sure what your plane needs, play a few games before spending compensation. If enemies keep dodging your missiles, you may need missile turn rate. If you die to a two-tap that you could have survived with a small health increase, raise health above the relevant threshold. If you constantly run out of energy, improve acceleration or energy retention. If your interceptor cannot dodge missiles without flares, improve afterburner or top-speed performance. If your gun fails while you are on target, upgrade gun damage. If you cannot finish an enemy even though the gun is available, upgrade gun damage.

Also, thanks to the devs for the new part models. I do appreciate the work. But as someone with software and game-development background, I also think this may not have been the best use of time and resources. Different viewing camera angles for aircraft might have been more useful and less resource expensive. Still, thanks for continuing to work on the game. And if the devs are ever looking for a video game director, let me know. I am happy with my current job, but the game industry sounds fun.

One last thing: the new upgrade music is decent, but the bass line sounds broken on my iPhone 17 Pro Max. It may be a mixing issue or a device-specific audio bug. Please check it if possible.

Edit: Civilized

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u/NeverEngageHeadon — 3 months ago