Monday, April 23, 2012

F-105 Dragon Re-Released

F-105 Dragon.  Defense Class
Real name:  F-14X Tomcat 

The F-105 Dragon, a favorite amongst many defense class aficionados, has been re-released.  New release has the same specs as previous releases.  This special edition plane has some flaming hot dragon artwork. One of the best looking planes in the fleet in my opinion. You will definitely leave an impression with your adversary with this baby.  A defense class plane to the core - this baby is heavy on the armor and even has some armor regeneration which is rare these days.   Perfect for campaign and survival matches.  Don't see too many of these in versus matches (as with most defense class planes) - but there are some daredevil defense versus fighters out there to be sure!  If you get a Dragon for versus matches, just beware that you will be slow and pretty easy to hit, but on the upside, you have lots of armor and armor regen to help compensate.  Hats of to Z2Live for showing some creative flare on this plane - great artwork.

See PLANE COMPARISON TABLES for detailed assessment of all the planes performance ratings.


Real life pict of a Tomcat - Great balls of Fire








Thursday, April 19, 2012

Plane Performance Parameter Definitions


Below is an attempt to explain and define each of the plane parameters. Special thanks to 涼宮ハルヒ and Suzumiya Haruhi for input into this table.

Missile damage
Increases the amount of damage caused by your missiles

Cannon Damage
Increases the amount of damage caused by your cannons

Missile lock speed
Increases the speed that your missiles lock onto your opponent
This effect can be cancelled out by the stealth parameter of your opponent
 e.g. "lock speed +10%" can be cancelled out if your opponent has "stealth +10%"

Missile reload speed
How fast you can fire a pair of missiles after previous pair have been fired

Missile tracking
Increases your own missile tracking
Effect can be cancelled out by the property "evasion"
e.g. "missile tracking +5%" can be cancelled out if your opponent has "evasion +5%"

Overheat threshold
Increases your amount of cannon fire before they lockup due to overheating

Cannon cool down
Quicker cannon cool down

Critical Strike Rating
Critical Strike! 2x Damage
- Only 1 missile gets critical strike if this message shows up after 2 missiles hit your opponent consecutively within a very short period of time
- 1.5 times original damage will be dealt from your opponent if the missile gets a critical strike. NOT 2 times.
- This property is COMPLETELY RANDOM, and CANNOT be induced from ANY gaming activities such as hitting your opponent when armor is low, consecutively hitting your opponent, hitting the bottom of your opponent's plane etc.

Armor
Increases the amount of armor that you have to protect from missiles and cannon fire

Armor regeneration
Increases the regeneration of your armor (present in defense class and a smaller amount in agility class planes)

Damage reduction vs. missiles
Damage Resistance (Abbr. DMG Resist)
- reduces your opponent's damage dealt on you, both cannon and missile
- effect can be cancelled out by the property "damage"
- e.g. "DMG resist +6%" can be cancelled out if your opponent has "damage +6%"

Damage Reduction vs. Cannon
Damage Resistance (Abbr. DMG Resist)
- reduces your opponent's damage dealt on you, both cannon and missile
- effect can be cancelled out by the property "damage"
- e.g. "DMG resist +6%" can be cancelled out if your opponent has "damage +6%"

Damage Reduction while Maneuvering
You will receive less damage if you are struck while you are rolling or doing a maneuver

Energy
Increases the amount of of energy that you have available to use for maneuvers

Energy regeneration
Increases how fast you regain energy after you have used it

Agility
Increases your plane's angular speed ability to make sharper turns

Acceleration
Increases your plane's acceleration - speeds up quicker

Top speed
Increases your plane's base LINEAR speed, top LINEAR speed, and maneuver speed.
- e.g. "speed +5%" means everything related your plane's flying speed is increased for 5%

Maneuver Speed
 increases your plane's base LINEAR speed, top LINEAR speed, and maneuver speed.
- e.g. "speed +5%" means everything related your plane's flying speed is increased for 5%

Stealth rating
Reduces your opponent's lock speed, i.e.: increases their lock time
effect can be cancelled out by the property "lock speed"
e.g. "stealth +10%" can be cancelled out if your opponent has "lock speed +10%"

Evasion
Reduces your opponent's missile tracking
effect can be cancelled out by the property "missile tracking"
e.g. "evasion +5%" can be cancelled out if your opponent has "missile tracking +5%"

Damage increase while energy is >85%
If you have more than 85% energy, then you inflict more damage

Energy Regen while ARMOR is <35%
If you have less than 35% armor, then you regenerate energy quicker

Missile Resistance
- reduces your opponent's missile damage
- effect does not cover cannon damage
- effect can be cancelled out by the property "damage"
- e.g. "Missile Resist +5%" can be cancelled out if your opponent has "damage +5%" and hits you with a missile.
- this property has been REMOVED

Lock Range
Increases ability to lock missiles on your target from a longer distance away

Monday, April 16, 2012

Odyssey released

FA-92 Odyssey - Released Version

Earlier Leaked version of FA-92 Odyssey for comparison

We finally have the last of the "leaked" planes released.  The FA-92 Odyssey has officially been released!  Based on the AV-8B Harrier, it is nice to see a new design show up after the many repainted versions of the Hawken and other redos.  The Odyssey has decent stealth at +8%, with only the Juggernaut and Arbiter edging it out both at +10%.   Here is a surprise - a defense class plane with increased damage!  This will be the first defense class plane in the fleet with an upper for damage at +5%.  This will make the Odyssey better for damage than any agility class planes and in the ballpark of weapons class plane damage.  As for Missile Resistance - WAZUP with the "#stats.damageReduction" - somebody didn't double check their coding - pretty lame Z2!  Anyway, this is Missile Resistance, which is a unique characteristic only for defense class planes.  At +10%, the Odyssey now easily becomes BEST IN FLEET for missile resistance.  Of note, Z2 must have thought that the Odyssey needed a little boost, as you see in the figures, the leaked version only had +5% missile resistance.  Armor is also very good at +12% which is second in fleet only to the Juggernaut.  Overall a pretty impressive defense class plane.  At 180 coins, its not too badly priced, but you know me, I'm a bit of a cheapskate so I will stick with my Arbiter, but the missile resistance is pretty interesting for the Odyssey.. 

FA-92 Odyssey


A real-life AV-8B Harrier


Thursday, April 5, 2012

Poll Results - The People Have Spoken

Poll - Should Bisnovats be Banned?

The results are in from the week long poll.  61% of voters would like Bisnos banned or all coin missiles banned.  The rest like their Bisnos, with an amazing 14% wanting even MORE lethal missiles. 

This goes to show you that there still are alot of pilots out there hiding behind their Bisnos.  Just remember, real men (and women) use stock weapons and RAAMS!

Monday, April 2, 2012

The Mighty Spectre Returns


After a long hiatus, Z2 has brought back the P-79 Spectre, one of the best agility class planes that they've ever produced.  At +6% Damage, the Spectre is second in class only to the Reaper (Reaper is +7%).   Similar with Agility - the Spectre is second in class only to the Reaper  (Reaper is +15%).    Agility class planes are always a bit low on energy, but the Spectre compensates with +12% which is second only to the Zephyr and is quite a bit higher than most other agility class planes.  Speed is at +12% for the Spectre which is again second in class to the Reaper. 

So - should you buy the Spectre?  At 228 coins, it is expensive.   The closest equivalent plane that is comparable is, as mentioned, the Reaper.  The Spectre has significant more energy than the Reaper which will help when you are doing all those rolls and accelerations although Reaper has an edge in damage, agility and the +5% armor which is invaluable for the thin-skinned agility class.  Before the Reaper was released, the Spectre ruled the agility class, but now I have to If I had to choose between the two, I would have to go with the Reaper.  Make no mistakes though, the Spectre is no slouch and if you think that extra bit of energy will help your fighting style, then the Spectre might be for you.

See PLANE COMPARISON TABLES for detailed assessment of all the planes performance ratings including the Spectre!

P-79 Spectre

Reaper shown here for comparison



Sunday, April 1, 2012

Horse Play

What the....???

Beautiful Aerodynamics
If you tuned in this morning, you will see an interesting offering by Z2.  In honor of April fools day - we have a flying horse for the Wartusk.  Also, whenever ANY plane fires missiles, you will here a horse neighing.

Nice to see Z2 trying to have a bit of fun.  All is supposed to be back to normal by tomorrow so enjoy while it lasts - I especially like the sparkly excrement spewing from the horses rear end in the artwork.  Is this a new type of weapon?

Friday, March 30, 2012

Tips on Avoiding BISNOS


Probably one of the single most difficult things to do in MSWM is avoiding an onslaught of Bisnovat R-40 missiles fired at you from long range.  Want to dedicate this posting to see who out there has the best tips to avoid getting killed by Bisnos.  I don't have a magic answer (hoping that maybe someone out there does!)

Below are my tips:
1.  You want to get close to you opponent FAST so you can engage in a circling match - you will do much better at close range against Bisnos than long range.
2.  Go full throttle to get closer to the player - I usually try flying not directly at them however but slightly off-angle, say 30 degrees from directly at them.  It seems that if you fly directly at them, the missile will track you all that much better.
3.  At the last second, I usually try a hard upwards or downwards maneuver or swipe/roll left/right to avoid getting hit.
4.  I've sometimes tried long sweeping or sporadic turns as the missile approaches, but it seems that those don't help that much.

Also - what about cutting against the grain of the missile flight??  What I mean is if the missile is curving towards you, make your roll the opposite direction?  I've added the following diagrams to try and describe this - curious as to your thoughts on this approach:




If anyone has any tips, please post.   I will also post a poll on the right of the page on banning Bisnos - please vote!

Thursday, March 29, 2012

Interesting Artwork on Z2Lives "Official" MSWM site

New website hosted by Z2LIVE as the "Official" MSWM site.  As opposed to this site which is most definitely the UNOFFICIAL Site!     I guess this site is the evil twin.  :-)

Site is at the following address: http://metalstormwingman.com/

I am guessing that you will hear the more "official" company line and less objectivity, but it is worth a look. 

The site has a discussion forum (another place to vent and complain similar to the Z2Live MSO Facebook page I imagine).  The main thing of interest that I saw was the weapons section.  Some new artwork and new spec numbers - they've done away with the percentages and looks like they are finally showing the "real" specs as War Wolf Beta has been pointing out the inaccuracies for quite awhile now.  I don't believe that any of the weapons have actually changed but they are now just better characterizing them.

Take a look - if nothing else, the new artwork is nice.  Curious why they didn't insert this into the recent version release.


New artwork and numerical spec values for the missiles
A new look at our missiles with more detailed and more accurate spec values

New artwork and numerical spec values for the cannons:









Monday, March 19, 2012

Paladin is Re-Released



Z2Live has re-released the Paladin today with the same specs as the previous release.  See previous review by clicking here.  This is a great plane if you love to use cannon fire during dogfights. 

Saturday, March 17, 2012

New Competition - Sky Gamblers Air Supremacy. How does it compare to MSWM?

As many of you know, a new dogfighting game has recently been released named Sky Gambler Air Supremacy.   I am without a doubt a MSWM fan as I've shown with this site, but I am also a big fan of dogfighting and flight sim games in general, and I believe that most of you readers are too.  As such, I felt obligated to take a look at this new challenger and see if it is as good as it has been advertised to be.  I was torn about doing this though - what if I give it a great review - than many might stop playing MSWM and stop visiting this site!  I thought about it and decided, screw it, the truth deserves to be told either way.  I will try to give an objective review here as to how it compares to MSWM. 

First of all, this is not Sky Gamblers first dogfighting game - a few months ago they released Sky Gambler Rise of Glory.  I bought this game for $2 or $3.  All-in-all, I was underwhelmed by the game.  It was more of a WWI biplane dogfighting game.  Gameplay and graphics were mediocre in my opinion.  Air Supremacy, however, looks like a much grander effort from this company (BANDAI NAMCO).

Cost:  Unlike MSWM, this is not a free game.  Cost for Sky Gambler Air Supremacy is $4.99 on the App Store, but on the other hand, I have not yet found any in-app purchase options, so in the long run it may be a better deal than the "fremium" approach of MSWM.

Graphics:
Lets start with the graphics and terrain detail.  I hate to say it, but Air Supremacy blows MSWM out of the water in this department.  Visual detail is stunning.  Maps seem almost endless with a variety of desert, city, arctic, jungle, ocean & harbor terrains (from what I could see there are about 5 overall maps available).  The rendering is a generation above MSWM.  There is also weather: haze, rain, flying through clouds.  The rain and clouds are especially amazing - very realistic flying thru clouds with rain drops hitting cockpit glass.  Opponents also start to smoke when damaged and explosions are more realistic with planes flying apart into pieces when blown up.  Flying thru the skyscrapers is also an adventure.  Enough of my talk though, take a look for yourself:

Graphics Verdict:  No contest - SGAC takes it

Fly among the skyscrapers is pretty cool

Amazing level of detail, many buildings, trees, lighthouses, ships...




You can see each branch of the palm trees as you buzz over them

Sky Gamblers water texture is unique - MSWM looks more realistic to me but SGAS is interesting


Game Types:
Sky Gamblers Air Supremacy (SGAS) definitely has more varieties of ways to play than MSWM. Game types are as follows:
Campaigns:  There are 10 campaigns (that I could see).   
Dogfight Missions:  You can choose from 100 (yes 100) "Missions" to dogfight in.  Most of the missions are locked for a beginner and assume that you work your way up thru them.
Survival Mode
Free For All
Team Deathmatch
Capture the Flag
Defend the Base

Not clear on the details on all these game modes yet, but needless to say, there is alot of variety here and features that I've been wishing MSWM would add for a long time. 

You also have the option to play against opponents online or against local opponents on your wifi network which is a nice feature.  There are game rooms, options for private matches, etc...   I have found that you may get a "waiting for players" message for some of the rooms (as expected with such a new game). 

Game Type Verdict:  Advantage SGAS.  Many more types of game play.


10 Campaigns to pick from
Alot of Game Types to Pick From


Flight Controls:
SGAS has more advanced and realistic flight controls than MSWM.  In "Simulation Mode" you have both yaw and roll control (tilt left/right for roll and there is a separate control stick on the bottom left of the screen that controls yaw and thrust (yaw left right on stick, thrust up/down).  Unlike MSWM, if you don't maintain thrust, you can stall, similar to a real plane.  Also, if you perform too sharp of a turn you can "black out" and the screen will actually become black for a short amount of time.   There are also more advanced swiping maneuvers.  Swipe screen left/right causes you to do a sharp left or right turn.  You can single swipe up/down or double swipe up/down for a variety of direction changes (maneuvers named cobra, herbst, 180...).  You also have the option to eject from the plane.  Didn't see any roll maneuvers like in MSWM.

You can also view the flight from multiple locations, from within cockpit or outside of cockpit (like MSWM).

Also, there are different control modes - you can set beginner or more advanced flight control as seen below:

The "Casual Accelerometer" mode is much more like MSWM and will seem more familiar and easier to use if you are a MSWM player.  I find this mode much easier and more enjoyable to use - the Simulator Mode tends to be more chaotic and harder to control as a beginner. 

Flight Controls Verdict:  It depends - if you like simpler flight controls then you'll like MSWM.  If you like more advanced flight controls, you'll like SGAS which has more variety and detailed control.

SGAC Control Settings



Plane Types and Specs:
SGAC has15 planes to pick from (including prop planes?!) and each plane is available in 3 versions (usually same name with a letter added such as RFJ20A).  These planes are all locked however and it appears that you have to earn your way up to get more planes, even the lettered version of the same plane (they appear to be unlocked as you play more and pass thru levels).    As far as performance specs for the planes, it looks like there are only 5 specs per plane (much less than the ~25 performance parameters for each MSWM plane).   The 5 plane performance stats are: Weapons, Armor, Aerodynamics, Detection & Reliability.   Assume that Aerodynamics has to do with speed and agility.  Reliability has to do with equipment failure - every now and then your radar or some other piece of equipment will fail on you.   Also of particular note, it looks like NONE of these planes are available for sale - they all need to be unlocked by advancing thru levels and missions.

I also do not see any upgrade trees on the game so it appears that the planes are as-is with no further upgrade paths except for the lettered versions of the plane that you also earn as you play (lettered version has better performance than original in some areas but seem to decrease in others sometimes).  It is also not possible to see any numerical values for the performance values - the most that you see is the small white bars for the 5 parameters as you see in the figures below with green bars added on for the lettered versions of the plane.

Plane Type Verdict:   MSWM appears to have more planes and much richer performance differences between planes than SGAS, but its nice to not have to BUY your planes but earn them instead in SGAS.







Weapons Types and Specs:
From what I've seen so far, there are only 3 weapons on SGAS.  There is one type of cannon, one type of single target missiles and a multi-target missile.  Multi-target missiles are used when you have several targets locked at the same time - you can shoot a missile at all of them at once.    It does not look like there are more advanced missiles or cannons like in MSWM unless they are hidden and show up later as you advance.  There are also flare countermeasures that you can launch when a missile is approaching you.

There is also a radar in the top right corner that shows where all planes are located along with missiles tracked on the radar as they approach you which is a nice feature although when playing any greater than 1-on-1 it quickly becomes data overload.

The graphics of the missiles firing and cannon fire is not as good as MSWM in my opinion.  The screen is very busy at times and it is not always easy to tell if you have shot a missile or not.  When you hit your opponent with cannon fire, it is hard to tell besides a pinging sound that you hear and hard to see your cannon fire as you shoot.  You definitely don't light your opponent up with cannon fire as in MSWM.  Missile reload speed seems to be hard to figure out too - sometimes seems like you can shoot again quickly, other times the missile fire buttons seem unresponsive on SGAS.

Weapons Verdict:  I am split on this one.  Not having Bisnos and the other advanced weapons is pleasure on SGAS but MSWM still seems to have a better feel for battle and shooting, especially with cannon fire.

Dogfighting and Overall Game Play:
SGAC is more of what I would imagine a real engagement would be like (aka, a complex, difficult affair).  There are various icons, names and health levels over friendly (blue) and unfriendly forces (red).  There are indications of missile locked onto you, beeping as it approaches, radar to track, friendly forces to track vs unfriendly forces, red triangles vs orange triangles vs gray triangles for missile lock on your opponent.  All-in-all the screen is very busy and sometimes it is initially hard to figure out what is going on.  (update:  I've played for a few days now and it is much easier to understand once you get the swing of it).  I have also found myself getting more "airsick" flying in SGAS - turns and maneuvers appear sharper than MSWM and sometimes it gets disorienting when in "Simulator" mode.  I found that if I fly in "Casual Accerometer" flight control mode, it alleviates these issues.

At the end of each game, SGAS will present your with a list of stats of the battle which is nice, including accuracy rating, kill count...

There are also achievements, leaderboards and levels to advance in SGAS similar to MSWM. In SGAS you advance from a basic airman 3rd class (or something like that) up thru ranks of Ace and the ultimate level is "Sky Gambler".

Perhaps game play will become easier if I play more often, but for now the SGAS interface during battle is a little over the top.  MSWM is a simpler more direct engagement which is a good thing in my opinion.

I have also found it initially confusing to know if I am playing against a computer opponent or a real person online. The default "Play" options is actually against computer opponents although you'd never really know the difference in most cases.  To play online, you need to go to the Mutliplayer/Online option.

Also, dogfights tend to be more long distance in SGAS vs MSWM.  You tend not to have the close in engagements and circling matches - everything seems to be a bit more chaotic.  This may have to do with me being at beginner skill level, but not so sure.  The game seems to love many-to-many engagements more than one-on-one engagements - wasn't able to even find a one-on-one option in the online mode gamerooms available.




Rain & cloud effects

Orange triangle indicates single missile lock - red is multi-missile lock

Flying up thru raincloud

Explosions include bits of the plane flying apart as seen in upper right


Game Play verdict:  This depends on your preference.  If you like a pure and more simple dogfighting, then MSWM is better, especially for one-on-one flying against online opponents.  If you prefer a more complicated engagement with many enemies and more sensory input, then SGAS would be more to your liking.  Personally, I like to play as a mental break and MSWM is still more "fun" in my opinion.  Update:  I've played SGAS for a few days now and its "fun" factor has increased as I've learned to use it - I'd have to give it a tie as to fun factor and game play.

Overall Verdict:  As mentioned above, your preference will depend on your taste.  If you like basic one-on-one matchups without much fuss, than MSWM is best.  MSWM boils down the dogfight to its essence without needing to worry about too many controls and options.  If you want to get deeper into many campaigns, game modes, beautiful terrains, advanced controls & work your way thru unlocking items, than SGAS will be for you.  Overall, SGAS is an excellent game.  As mentioned, the graphics alone are amazing.  If I was Z2Live, I would be plenty worried.  Hopefully they can maintain the "fun" level of MSWM but also step up to this challenge and improve MSWM in the graphics and options department in order to compete.

Note:  Check back periodically - I will update this review as I play Sky Gambler Air Supremacy more.