Metal Drift

Metal Drift

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Jendar's Metal Drift Guide
By Jendar
This is a general guide describing the basics of Metal Drift
   
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Overview
Hello, and welcome to Metal Drift! That's the game I love (really), and I will tell you something I know about it, to make your experience in the game more comfortable.

Metal Drift is a vehicular combat arcade, an incredible mixture of hockey, American football and next millennium high-tech environment featuring antigravity tanks eqipped with various weapons and upgrades. It's always a tight competition, especially when several human players are in, a furious battle and explosive action.

So, this is a sports game, a competition between two teams of up to 6 players each; take the ball, deliver it to the enemy's goalpad, and score a point for your team. Usually a match goes on for 10 minutes, and the team that scored more wins. If your opponent has taken the ball, use the destructive power of your weapons to stop him and pick up the ball from his flaming debris.

There's singleplayer and multiplayer, though these are not pretty much different. In SP, you play on your own PC against AI-controlled tanks, and in MP you create a server or join one to get a chance to play against other human players. If there are 4 humans or more, game stats are recorded and reflected on Leaderboards, available on MD site.

Metal Drift is a game of friends, so we prefer to gather at certain times and play together. Consider joining some MD group in Steam to take part in scheduled games. The more friends you have, the more chances to play are available to you.

So, there's Metal Drift main menu:

You can:
  • Join a game in multiplayer. Click it to get access to the list of available servers on the Internet or in your LAN.
  • Start a game in singleplayer or multiplayer.
    Certain options are available: you may choose number of players, bot skill (dynamic or static), select the initial arena where you'll play, and assign the match time. "Multiplayer" checkbox lets you decide whether other players will or will not be allowed to join your game.
  • Run the tutorial. I strongly advise you to go through it; it will provide you with the necessary information about controlling your tank in the game.
  • View stats. This will show you the information about your profile that is stored on Leaderboards page on MD site on the Internet.
  • Change options. Configure the game audio, video, and controls as you wish.
  • View credits. Learn more about people who created Metal Drift for you.

Now that we've explored the main menu, we can proceed to the following parts of the guide.
Drift Deck
MD matches are run on drift decks. Based on a stadium, Metal Drift suggests by now 6 different layouts, each having a certain name and specific tactics required to make the match successful for your team.

Now I will tell you a little about what a drift deck consists of.

1. Spawn pads


That's where you begin your fight. Destroyed tanks are respawned at a random pad after 10 seconds.

2. Goalpad


Place you should defend against attacking enemy tanks and where you should deliver the ball to in order to score. Don't mix up! Your side is always blue, enemy side is always red. Autogoals are not possible, though.

3. Shields


Shields protect the goalpads against direct assault. Only the team they belong to can pass through; enemies will simply bump into them as if these were solid walls.

4. Repair stations


If your tank is damaged, move there to fix it. In a couple of seconds your armour will be restored.

5. Ball pad


Ball is placed here automatically at the beginning of the match and after each goal. It's usually located in the center of the deck.

6. Speed-up tracks


Available on some decks, these tracks offer you improved speed as long as you run on them. They work in both directions.

In the official version of the game, currently there are 5 Metro Decks and 1 Waste Deck. Let me say a couple of words about each.

Metro Deck #1: Cyclone


Similar to a whirlwind by its layout, Cyclone is probably the simplest and smallest of all drift decks. Ball pad is right in the center, goalpads are found on opposite sides of the deck. Shields are set against forward direction, thus enemy tanks are forced to attack from right of left flank. 4 repair stations are available, 2 for each team. The center of the deck lies slightly lower than its edges.

Metro Deck #2: Master


Master is rather small, but equipped with two speed tunnels; it makes battles on this deck quick and dynamic. Its layout is generally similar to Cyclone: central ball pad, opposite goalpads, counter-frontal shields. Speed improvement gained in the tunnels creates perfect conditions for ultrafast flank attacks. Here, only two repair stations are available, protected by frontal walls.

Metro Deck #3: Diamondback


Diamondback is known as the deck where it is quite hard to score: most matches end up with a zero tie or with 1:0. Goalpads are seemingly close to the central ball pad, but the only way to reach them and score is to 1) drive up to the opposite end of the deck, 2) make a 180 degrees turn and 3) move virtually to the center again. If the player has picked up the ball at his side of the field, he'll have to cover a distance equal to 150% of the deck's overall length. Even though speed tunnels are also available here, tricky layout does not let you turn increased speed into an advantage. Shields cover the flanks, making the way as lengthy as possible. 4 repair stations are available.

Metro Deck #4: Burnside


Burnside is a two-level deck where distance between ball pad and a goalpad is much greater than between two goalpads. A player who loses the ball next to the enemy goalpad puts his team under the risk of instant counterattack which is usually successful. The shields can only protect against enemies going from the lower level; on the upper one there is nothing between the player and his target. 4 repair stations are ready to serve you here.

Metro Deck #5: Broadsword


On Broadsword, ball pad is on one side of the deck, and goalpads are on the opposite one, also not really far from each other. This two-level deck offers a variety of ways to reach the target and is usually a base for exciting and interesting competitions. Located in the corners of the field and covered by two angular shields, goalpads are uneasy to reach, but a lucky player can score a lot of goals here. 4 repair stations are found on different sides of the deck.

Metro Deck #6: Crosscut


Crosscut is a deck that was not included into the final release of Metal Drift, but sometimes it can be found on custom servers if their owners are smart enough to find the way of turning it on via configuration files. Its shape resembles a wheel: relatively narrow passages all around the stadium perimeter are connected by two straight tunnels crossing at the center, where the ball pad is located. All the remaining space, about a half of all the field, is blocked by extensive tunnel walls. The first diameter passage, that connects two goalpads on the different sides of the field, is specifically designed to prevent direct attacks: it has high vertical edges on both ends, so that a tank can jump in, but cannot jump out. Thus, only flank attacks are possible on this layout; the second diameter passage connecting the sides has speed tunnels in it, facilitating the assault a bit. 4 repair stations are found in the corners of the field.

Waste Deck #1: Javelin


The latest addition, the only Waste Deck, Javelin is probably the largest battlefield in Metal Drift. Its general layout is more or less traditional: central ball pad on a raised platform and opposite goalpads that are covered by two shields from the flanks. Speed-up tracks are found on the edges of the deck, and the player who decides to follow them soon finds himself right in the enemy goalzone which is not quite protected against such attacks. Goalpads can also be attacked from the center, but in that case deck layout forces tanks to make two 90 degrees turns, reducing their speed and making them an easy target for defenders. 4 wall-protected repair stations are found here.

Now that we've explored the decks, we may proceed to cockpit overview.
Tank Cockpit
Now that you know something about drift decks, we can have some time exploring the cockpit.

Metal Drift provides you with first-person view of your tank. In the cockpit, you have all the necessary information displayed right before your eyes.


In the very center of the screen you can see the weapon reticle. It lets you know how much ammo you have, what weapon you are using and whether it is powered up. Use the reticle to aim your weapons. The HUD also shows the tank orientation, location of repair stations, and prompts you about the ball (where it is, who carries it, should you attack the enemy target or protect your one).

Below, on the dashboard, you can find the radar / compass device. It displays the location of friendly and hostile tanks in the nearby, the ball, repair stations and goalpads. You are always in the center of it. Around its screen there are indicators reflecting the state of your energetic shield and armor, as well as the amount of special power your tank has accumulated.

Left to the radar, you can find speedometer showing you the speed that your tank currently has, measured in kilometers per hour. Maximum speed is about 130. Right to the radar, there's the upgrade indicator, showing you the upgrade you are currently using.

The tank has two-layer protection: it's guarded by shield, and it has armor. If armor is broken, the tank is destroyed; but in most cases, it is required to exhaust the shield first, before armor can be damaged. Shield regenerates by itself; armor needs to be repaired. Strength of the shield and of usual armor is equal (100 / 100).

Special power is slowly accumulated as you play, but it is also gained whenever your weapons hit enemy tanks. You can use your power either to boost (radically increase speed) or to power up your weapons (considerably increasing their damage). Aim carefully: should your shots hit your teammates, you will lose a portion of power instead of getting it.

Now that you've learned more about the cockpit, we may proceed to weapons and upgrades.
Weapons
If a tank has picked up the ball, there's no other way to prevent it from scoring a goal except for destroying it. For that purpose, you can choose a certain weapon to be installed on your tank. Though the primary destination of a weapon is to destroy, it might serve some other purposes - for example, its impact might kick an enemy tank off its way, not letting it destroy somebody from your team or get the ball to the pad in time.

Here I will present the weapons you may find in Metal Drift. Most of them become available as you gain experience points. Image on the left side shows normal charge, on the right one - powered up.

#1: Pulse Cannon


Pulse Cannon is the basic, short-ranged weapon available to you from the very beginning. Still, it can be very efficient in skillful hands. It fires up to 12 charges; it is enough to destroy a tank if all the hits reach the target. 6 shots are required to exhaust the shield, and the other 6 break the armor. Reloads quickly.

#2: Ion Cannon


Ion Cannon delivers one shot at a time, but it is rather strong and long-ranged, capable of hitting targets on the opposite side of the deck. A normal hit exhausts the shield and slightly damages the armor; a powered one deals such heavy damage that only an absolutely healthy tank with 100% shield and 100% armor can survive it. Reloads slowly.

#3: Plasma Launcher


Plasma Launcher throws grenades that explode when collide with something. Damage it produces depends upon whether it was a direct hit or nearby explosion. The grenades fly by ballistic trajectory: to reach farther goals you need to raise the reticle higher (distance-optimum angle is 45 degrees). Can be also useful if you need some carpet bombing (that's the weapon that can hit several tanks at a moment). It has medium reload time, 6 grenades are available.

#4: Missile Launcher


Missile Launcher fires guided missiles; you need to hold the reticle on the target you want to attack until it is hit. So, it is rather hard to miss when you use it, and it can reach almost any target regardless of the distance. Still, the missiles are not very speedy, and boosting tanks can sometimes escape them. Two missiles can be fired at a time; one pair exhausts the shield, and another pair breaks the armor. Reloads quickly.

#5: Temporal Cannon


Projectiles of the Temporal Cannon can go through walls and other tanks, though their power is partially lost in such cases. Three charges available to you can deplete the shield and break about 30% of the armor in normal mode; in powered mode they are enough to destroy a 100% healthy tank. Reload is quick, range is medium. It's a sniper type of weapon, requiring good aiming.

#6: Artemis Cannon


Bullets of Artemis Cannon ignore the energetic shield: this weapon instantly damages the armor of the tank. It is most efficient on close distances, when the store of 100 bullets is fairly enough to destroy a tank even in normal mode. Its reload time is medium; bullets can reach medium distances, but are not really deadly in such cases.

#7: Shock Cannon


Impact of the Shock Cannon is equal to that of Ion Cannon, but can only be used on short distances. Still, it has advantages: its strike can stop a tank or kick it off its path (even off a platform, in fact), it does not require much aiming, it instantly recharges if its hit did not strike anything, and in powered mode it damages everything within 50 meters (how deeply - depends upon the amount of accumulated power). Reloads slowly.

#8: Weapon of Last Hope

In cases when you are out of ammo, the enemy threatens your goalpad, and there's no time to wait until the weapon is reloaded, you can use the Weapon of Last Hope - press the self-destruction button. When your tank explodes, the blast can damage nearby enemies, slow them down a bit, and probably kill them if their protection is weak enough. The explosion is not very destructive (it takes off about 50% of shield or armor, like one normal missile, for instance), and its damage radius is extremely tiny (you have to come right next to your target to hit it), but if you manage to use it properly, it can save your goalpad from a score or two.


Upgrades
Upgrades provide you with some special abilities that can be very useful under certain curcumstances. Here I will describe each of them.

#1: Auto-repair
This is the basic upgrade available to you from the very beginning. With this upgrade, the tank will be able to regenerate not only its shield, but also its armor. More, any friendly tanks close to it will be repaired too; thus, the player acts as a portable repair station. This upgrade can also be activated; upon that, it will let you exchange accumulated power for armor.

#2: Armor
This upgrade strengthens your armor, making you much less vulnerable, but it also slows you down. It is usually used by players who act as defenders.

#3: Sensor
Sensor upgrade displays the location of each tank and its condition (shield and armor). It is useful in certain cases - for example, in combination with Temporal Cannon, or when you need to detect a stealthed tank.

#4: Hyperspace
Activation of Hyperspace upgrade instantly teleports you to the ball (or to the repair station, if you are strongly damaged). It can be used to gain initiative, quickly retreat, or save yourself from destruction.

#5: Power
Power upgrade increases the amount of energy that you get from destroying enemy tanks, thus letting you have more resources for powered attacks or boosting.

#6: Speed
A forward's best, this upgrade increases acceleration and speed of your tank. Activation button in this case will make the tank jump.

#7: Stealth
Activate the upgrade to make your tank disappear, and deactivate - to unstealth it. Under the cloak, the tank cannot recharge its shield and cannot use weapons. Still, stealthed tanks are visible to those who use Sensor upgrade, and everyone becomes aware of their presence if they pick up the ball. To your opponents, it will look like this.


#7: Team Fake
Under Team Fake, your tank will look like those of the enemy team, making all AI-controlled tanks friendly. It will be able to penetrate deck shields and use enemy repair stations. Its true identity will be revealed if you shoot or take the ball.

* * *

This is, briefly, all you need to know about Metal Drift. If you need some real in-game experience for better understanding of this guide, don't hesitate to watch my videos on YouTube (my channel is called 'jendarmd'). Me and my friends are also always ready to answer a question or two.

Good luck, and see you on the deck!

______________________
Copyright notice: Metal Drift is created and developed by BlackJacket Studios. Whatever object of intellectual property is displayed or mentioned in this guide, it belongs to them.
4 Comments
DrifterX [ò...ó] Dec 30, 2014 @ 10:09pm 
A nice addition might be useful strategies or tips for playing on each of the maps, that might not be readily apparent.
Space Bezos Mar 29, 2014 @ 9:31am 
It would be nice if you showed us at what level the weapons are unlocked.
Jendar  [author] Sep 24, 2013 @ 1:04am 
Thanks for the evaluation :) Vas has already created a Wikia instance for Metal Drift: http://metaldrift.wikia.com . One wiki is fairly enough, I suppose. :)
np Sep 24, 2013 @ 12:02am 
Dude, this is an excellent guide. I was going to make one, but we don't need it. Maybe you could add this to a games wiki where people are more likely to find it when googling 'how to play metaldrift' or something like that.