Welcome to the ultimate guide for Megacopter: Blades of the Goddess! In this article, we will be delving into the Loadout Lexicon, which will provide you with detailed information on the game’s weapons and Aztech gear. Through video clips, screenshots, and gameplay observations, you will be able to make informed choices and upgrades for your loadout in-game. This guide will help you select the best loadouts for different missions and boss encounters. While this guide may be incomplete, we will continue to update it with more videos, descriptions, and gameplay tips. Let’s dive in and become the ultimate Megacopter pilot!
PRIMARY (GUNS)
Description: Starter weapon that fires at a modest rate of speed.
Although you can upgrade it, you’ll probably want to move on to the Gatling Burst Gun below as soon as possible. So imho it doesn’t make sense to invest too much into upgrading this weapon.
https://youtu.be/zDxokb0ZQyU?si=PfsDrhKjVx_JDXSG
Description: Fires powerful, short bursts at a high rate of fire.Very distinctive sound effect. 🙂
Pros:
- Better than chaingun against ground troops, as the burst fire aids if you have sloppy aiming.
- Takes out hard structures faster than the basic helicopter gun, although Energy Beam is still by far the best choice for that type of target.
- Very satisfying bzzzzzzzzzz sound effect in use. 🙂
ROCKETS
Description: Powerful, single rockets that you manually aim.
https://youtu.be/uB0s_sjEE4E?si=5v_tDHYgBQcHUQ3h
Description: Fires a a cluster of guided rockets – auto-customized to the number of targets — at enemies, which are designated by square crosshairs. Very versatile against both ground and aerial enemies.
Pros:
- Effective against large groups of enemy troops, as it targets several of them individually with single missiles.
- Effective against maneuverable flying enemies that are difficult to target with your guns. These include the caterpillar-style enemy aircraft formations and the the later, black helicopters that are very difficult get a bead on manually.
- Auto-customizes the number of guided rockets to match the number of enemies. If you’re firing at one large enemy, it will fire a single, larger rocket; if you’re firing at many humanoid enemies, it will match the number up to a certain amount; and if you’re battling a mix of ground-based and flying enemies, the guided rockets will go after both types.
Cons:
- Less effective against heavily armored, fixed-placement targets like the various turrets, enemy-spawning buildings and structure mission objectives. Regular rockets or the Energy Beam weapon are more effective against those.
ENERGY BEAM
Description: Red laser beam blasts a single target, and is especially powerful against armored targets, such as turrets, objective structures and missile salvo launchers. Ammo pickups on some missions are scarce, so it’s best to pick your spots when to use this.
PROS
Ideal against armored targets, such as turrets, objective structures and missile salvo launchers.
CONS
- Like Plasma, ammo drops for this can be scarce on some maps, so it’s generally a weapon you want to frequently use, unlike the infinite-ammo Chain Gun and Gatling Burst Gun.
- Not ideal for tiny troop-type enemies or multiple groups of targets.
- Manually aimed, so it’s not very useful against maneuverable enemies, such as the caterpillar fighter aircraft formations or the pesky, black-color enemy helicopters encountered later in the campaign.
PLASMA
Description: Rapid-fire blue plasma balls, which can be upgraded to damaging plasma orbs.
Pros
- Effective against biological enemies, which makes it effective against most boss enemies.
- Effective against humanoid troop enemies, but a guided weapon like Cluster Rockets is probably better suited.
AZ-TECH DEFENSE/EVASION (no fuel needed; varying cooldown times)
Description: Essentially a side-to-side, *or* straight-ahead “strafe”/dodge move to quickly slide your helicopter out of harm’s way.
Cooldown: Fairly short cooldown period that lets you strafe fairly often.
Description: Creates a large “bubble shield,” which when your helicopter is within it, protects you from enemy projectiles and rockets for a few previous seconds.
Cooldown: Fairly long cooldown, so you’re not able to “spam” this shield ability quickly.
https://youtu.be/tzZbxOvPd04?si=U8cGCkhi9uecBcLB
Description: Deploys from the helicopter’s nose a wide spread of10 bright green flares that will detonate enemy rockets that collide with them.
Cooldown: Quick cooldown lets you deploy Spirit Flares in succession fairly quickly.
AZ_TECH ATTACKS/WEAPONS (fueled by blue lightning pickups)
Description: Somewhat tricky-to-steer, manually guided, powerful rocket attack that is probably best used for large objective targets or blasting highly-populatedl, problematic areas. Has an extremely large detonation radius.
I’ve found this a bit tricky to steer via keyboard because, well, you’re limited to 4 directions, and it’s clumsy. 🙂 It may be a bit more graceful to steer via thumbstick on controller.
https://youtu.be/WoX-KLgXKiw?si=ZSFEf23cdWcy_kV9
Description: This drops in some sort of giant “totem” on the ground that stuns for several seconds all nearby mechanical enemies and then powers up this powerful AOE lightning attack that zaps everything in proximity.
PROS:
- Tremendous against the multi-segmented “flying worms,” which are considered a mechanical enemy. A one-shot kill. 🙂
- The Stun makes it particularly useful against large tanks and really, any large mechanical enemies.
CONS:
- Although effective against non-mechanical enemies, the stun won’t happen against humanoid and other biological enemies.
- Not sure it’s useful against bosses, as I think the first two bosses are *not* considered mechanical?
And that wraps up our share on Megacopter: Blades of the Goddess: Loadout Lexicon – Weapons, AZ-TECH Choices Illustrated. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by BlackjackGT, who deserves all the credit. Happy gaming!