Project MIKHAIL

Project MIKHAIL

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Combat and Gear Guide
By limith
Guide for beating the hardest content with 1st Generation Gear
   
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Overview
Combat tips and tricks for those of you new to the game based on what I learned through trial and error. You should be able to clear any content with a Generation 1 TSF, it does get much easier with later generations.
Weapons
While there are many different loadouts possible in the game, with very different specials and abilities, this guide will focus on what I feel are the 2 strongest loadout options. Double Blade, and Double Assault Cannon.

Your default loadout for your TSF should include 2 blades and 2 guns. In terms of guns, APFSDS does more damage to heavily armored enemies, while APCBCHE does splash damage to enemies. I usually carry one of both but it doesn't matter too much as the primary attributes of the weapons matter much more.

The most important thing in the game is your weapon properties, levels don't matter too much as long as you keep your gear close together in levels. This is because enemies will scale based on your gear level. You can dismantle/sell gear in order to change weapon Properties to match the ideal properties. I recommend only doing so on the Legendary tier gears that come with a special HQ effect.
Double Blade
The Double Blade loadout is the strongest loadout early in the game and will remain used even until the end of the game. The primary reason being mobility is quite hard early on and your jump pack will run out of energy quite fast. Other reasons include early enemy AI not using counter moves, a lack of mobility early on, and a lack of numbers early on, which makes the Double Blade the best combat art.

When using the Double Blade, you will be engaging enemies in melee combat. Do keep an eye on your Jump Pack amount because you will need to have enough to run out of danger if needed (specifically enough to fly and run away). You need to stop moving and not attack on a terrain that does not have an environmental hazard for you to regain Jump Pack movement.

Tip: When retreating, it is best to change the enemy target to a slow and static unit so the camera does not mess up causing you to waste Jump Pack.

Parrying
The Parry button is also the Attack button. When you see enemies with the alert icon flash Yellow, you can Parry them and perform the Parry Art you specify in the Player -> Set Skills Menu.

Countering Tanks
Just keep pressing the primary attack button, as long as there are less than 20 clustered together you should be good. Don't fight G-Element empowered Tanks with the blade.

Countering Grapplers
In the first half of the game you can simply spam the attack button as Grappler AI will not counterattack you. In the second half of the game, the AI will be much smarter and you will not be able to do so. You will not be able to Parry their attacks either. The recommended strategy is to use your Skill Charge Hold L2 skill Lightning Slash. Press and hold your Skill button until the second level charge is complete a safe distance away from a grappler. If they use their charge ability you will need to dodge. Otherwise, when ready, use it to charge to the back of the enemy grappler. Then attack at will.

Countering Destroyers
In the first half of the game you can simply fly and let the destroyer charge behind you, then attack them with normal attacks. In the second half of the game the destroyers will be able to turn around much faster, so the recommended solution is to use Lightning Slash to get behind the enemy destroyers. The destroyer always uses charge first unless you are close range, so bait out the charge first, then charge up your Hold L2 skill (not in close range though) so you can jump behind the Destroyer. If you have Blade Crit Chance there is a chance you instant kill the Destroyer, otherwise you can attack them in the rear. Or if they turned around, repeat the ability. If the enemy has large numbers of Tanks, just fly out and repeat.

Countering Lasers
While you can use blades to kill lasers, it's recommended to use Assault Cannon 36mm instead as it interrupts the laser attack and kills lasers far faster.

Countering Heavy Lasers
Not recommended to use the double blade unless desperate against heavy lasers because most you face (except for very early on) will have an uncounterable melee attack unless you manage to hit them from the rear. You generally don't have time to charge up Lightning Slash. Use 36mm cannons from point blank and 120mm rounds instead.

Countering Forts
Early in the game you can simply dash to be right behind the stinger and spam attack. Later on it's recommended to use Double Assault Cannons to beat Forts instead after clearing other enemies.

Skill Lineup
Parry Skill: Twinblade Dance (double Blade special)
Dodge Counter: Lightning Slash
Skill Charge Hold L3: Mad Butterfly
Skill Charge Hold L2: Lightning Slash
Combo Finisher: Insanity Blade

Ideal Properties
The following Properties are best on your Blade:
Blade Crit Rate Boost
Blade Crit Strength Boost
Blade Speed Boost
Melee Attack Speed Boost
Skill Charge Time (does not stack)
Blade Attack Boost
Blade Attack Power Enhancer
Critical Guarantee
Attack Boost

Double Assault Cannon
The Double Assault Cannon loadout is the strongest end game loadout with the lowest risk. You do need good mobility in order to properly use it.

Double Assault Cannon is the best cannon weapon layout because it allows you to have two guns equipped at once and not need to worry about switching weapons. You can simply switch Combat Styles between Double Blade/Double Assault Cannon to quickly toggle between ranged and melee mode.

Attack From Close Range
Despite what you think, cannons are best used from close range. This is because the damage dealt by your 36mm round heavily depends on the range from which you fire them from. 120mm rounds are very limited (between 6-8, depending on if you have Extra Round equipment attribute) and can be fired from afar.

Kiting Enemies
For slow enemies, what you should do is use 120mm rounds until the enemy closes in, then use 36mm rounds, and then use your Jump Pack and retreat away from the enemy. You can use your 36mm gun's damage to know when you should retreat, depending on the enemy (see sections below).

Reload Management
An important aspect of using cannons is managing the reload time.

The reload bar will build up slowly over time, once it is blue, you have an ammo pack ready to be swapped in. This means you can have up to 2x ammo capacity ready at any time (the spare ammo pack and what is currently in the weapon).

When using the cannons it is important you use ammo in guns that have an ammo pack ready and waiting, so you can begin reloading as you cannot store extra magazines.

Example against Forts:

Fly far away. Press LB 6x (use 120mm rounds). Press LB 1x (reload 120mm round). Press RB 6x (use 120mm rounds). Press RB 1x (reload 120mm round). Now I have used all of my 120mm rounds and they are reloading. I still have 12 rounds available, but I've begun the reload process.

The enemy fort is likely in close range now, so I switch to using my 36mm round. I use 600 rounds in my left gun, before kiting back. I wait for my jump pack to refresh. Then I use 1200 rounds, kite back again, and wait for jump pack to refresh. Then I use the last 600 rounds and press the attack button to begin reloading.

Now I repeat the above, except this time with my right gun. This should set up all 4 weapons to be on reload.

Next I repeat what I did above using all of my remaining ammo. By the time I am out of ammo, the reload should be complete, which means I can repeat it again. Usually the fort will be at half health.

If you have reload reduction weapon attributes, you should be able to repeat the above indefinitely. Otherwise, switch to Double Blade and use a special. By the time the special completes your weapons should be reloaded.

Countering Tanks
Just keep pressing the primary attack button from a safe distance. Damage can vary between 30-150. Generally I pull back after 1-2 seconds of over 100 damage.

Countering Grapplers
You can use 120mm ammo to "stun" and knockback Grapplers if there is a cluster of them together in order to isolate a grappler for melee combat. Super late game once you have ~6000 mobility in your TSF and can remain dashing forever, you can also use your 36mm gun from point blank range while dashing in circles around grapplers. Otherwise it is recommended to use the Double Blade instead. Damage can vary between 30-150. Generally I pull back as soon as damage hits 75.

Countering Destroyers
Not recommended unless it is super late game and you have ~6000 in mobility and can remain dashing forever. Then you can dash behind them and use the 36mm cannon in point blank range.

Countering Lasers
Shoot at them from afar to interrupt the laser attack while you fly towards them. You can shoot at them point blank, should kill them in 1 second.

Countering Heavy Lasers
The 120mm is the best weapon against heavy lasers as it interrupts their attack and staggers them. If you run a blade/cannon combination you can alternate between the 120mm round and then hitting them while they are staggered (they cannot counterattack you). However in practice I found this to be very hard to do. So I typically use Double Cannon and just shoot at them point blank instead with the 36mm cannons while using the 120mm cannon to stagger them. Heavy lasers can dodge an attack every so often so do be careful, try to bait out their dodge then spam the 120mm. I also keep some 120mm rounds in reserve to interrupt their laser attack since it can take quite some time to kill them with the 36mm cannon.

Countering Forts
Described in Reload Management. You should kite back roughly 1-2 seconds after you see your 36mm shots dealing 20 damage.

Skill Lineup
Really doesn't matter to be quite honest

Ideal Properties
Jump Unit System Load Reduction - this stacks and reduce energy spent when you move
Reload Cooldown Reduction
Cruising Boost
Jump Unit System Recovery
Extra Dodge Time Boost
Assault Cannon Crit Rate Boost
Assault Cannon Crit Strength Boost
Mobility Boost
Trigger Happy
Attack Boost
Assault Cannon Attack Boost
Automatic Fire Enhancer
Skills
Blade Skills
The most important skill is Lightning Slash, followed by everything in Double Blade and Sword Saint. Lightning Slash allows you to jump behind enemies and will usually also kill any Tanks on you. Generally you won't need to farm Blade Skills since they are so good early game and you should get plenty of SP.

Assault Cannon Skills
There's not much here that is important, just the passive bonuses from Double Assault Cannon tree. You can farm kills against Tanks or Forts (Mikhail 6 is a good level to farm against fort) for SP.

TSF Skills
The melee tree contains some really great bonuses in Survival and Jump Unit Mastery. You unlock SP via using the Knife/Fixed Weapon combat style. You can simply use those weapons instead of double blade vs tanks to farm SP.
BETA Classes and Behavior
Enemies are divided into two versions: regular enemies and enemies empowered by G-Element. Empowered enemies have a blue/gray aura around the BETA and will behave differently. Not only do they have additional health, but they will also deal considerably more damage and behave much smarter.
Tank Class
The Tank Class are the grunts you face in battle. They rely on numbers and will slowly bleed you to death over time. Surprisingly they are arguably the most dangerous enemies when trying to complete missions with a time limitation, especially the G-Element empowered versions.

The normal Tank Class is best countered with the Blade and Knife weapons early on in the game if there are 20 or less clustered together. If a Tank attaches themselves to you, the best solution is to either fly or switch to the blade and attack (as blades will deal damage to any Tanks attached to you.

You can also use 36mm cannons against them but you will need to be in close range for it to deal respectable damage. For clusters larger than 20, the best solution is to use the 108mm APCBCHE assault cannon and deal splash damage.

The best counter to G-Element tank is to kill it with the 36mm cannon from medium-close range. Stay out of the Tank's jump radius but close enough to do ~50-100 damage/shot. You should avoid engaging in melee.
Grappler Class
The grapplers are like brawlers in the game, high health, okay defense (later grapplers will enter into a defensive stance by default when you approach them) and high damage. Later grapples will also have an uncounterable melee attack.

In general the best strategy is to get behind them then hit them with your melee blade. They also can be mini-Destroyers with a charge attack late game.

They aren't too high of a priority generally unless in groups of 5 or more. In that situation you can use 120mm rounds to "slow down" grapplers and isolate one from the others.
Destroyer Class
One of the more annoying units, the destroyer generally doesn't do much damage but does mess up what you were planning. Lightning Slash makes short work of destroyers (you can use fly before you unlock this as lasers shouldn't be in game yet). The G-Element empowered enemies are very important to kill however as they will charge very frequently and can result in you using all of your Jump Pack energy dodging them if left alive (lasers still have higher priority).

The general strategy is to dodge their charge, then while they are turning around charge up your Special L2 Lightning Slash, and slash behind them. Most of the time this will work and you can then hit them from the rear. There is a 50% chance they will turn around before you can hit them however, in that case let your jump pack rest, they should charge up a melee attack, you can dodge that one, and then charge up your L2. They will either melee you again or do a charge. If they do a charge, you need to dodge it again as your L2 will not hit them before they charge you, and then charge your L2 again to get behind them and hope they won't turn around this time.

Super late game once you have ~6000 in mobility you should be able to circle them forever and hit them with the 36mm cannon although I still recommend the blade to the rear unless there are many enemies grouped together.
Fort Class
The Fort class is a siege engine that moves toward you and deals heavy damage.

It is also the second fastest enemy, second only to Forts that are charging. You can use this to your advantage by luring them away from the main cluster of enemies and hitting them with ranged.

They have a few attacks:

Stinger will charge out in AoE if you are in front of stinger.
Fort can do a spin if you are under it hitting stinger.
They can do a smash on one side if you are to the side of the stinger.
They can also release acid as well as tanks.

Generally you can avoid triggering any attacks if you kite them with assault cannons. Otherwise the best strategy is either slashing them with double blade directly behind them (and taking the damage/ attempting to dodge) or using Butterfly Slash to clear out enemies near it.
Mikhail 6 Walkthrough
  • Change Target to regular laser, dash to the left and kill the laser with 36mm round.
  • Change Target to G-Element Laser, dash to the right. Rest and let Jump pack recover. Dash toward the laser. Rest if needed before the ridge (laser can't shoot you). Then shoot and kill.
  • Change Target to G-Element Destroyer. Switch to Blade. Move into medium range so destroyer does not use charge. Use L2 Special Lightning Strike and jump behind it. Attack it with full combo 3x from rear to kill.
  • Change Target to G-Element Tank. Use 36mm round from medium/close range and kill.
  • Avoid Tanks, stay in Double Assault Cannon mode and wait until G-Element Heavy Laser Spawns. Immediately interrupt the heavy laser with your 120mm round.
  • While dodging the enemy G-Element Grappler/normal Grappler, circle and shoot the G-Element Heavy Laser. Kill using your 36mm cannon from close range, and use your 120mm rounds to interrupt it whenever it tries to shoot the heavy laser again (you can shoot off your first 12 rounds to get the reload timer started). If you are out of regular rounds, you can switch to blade temporarily and try to hit it from the rear. Attacks from the front will fail.
  • After you kill the Heavy Laser, a regular laser will spawn. Dash to it and kill with your 36mm rounds or use double blade if out of ammo.
  • Switch to Double Blade and use Lightning Strike to finish off the Destroyers. You can then kill the grapplers with Lightning Strike. Try to save 2x full ammo for the Fort in both weapons.
  • As soon as the Fort spawns you should start retreating and focusing on the fort with your Double Assault Cannons. If any grapplers are alive, use your Double Blade combat style and kill them when your ammo is reloading.
19 Comments
MARIO 13 Jul, 2023 @ 4:57pm 
Excuse me sir, would you mind to tell me more about perfect dodge? My control style is press and hold for boost, so what should I do when I see the yellow alert to perfect dodge and counter attack? I could barely dodge from the attack.
wraith_fourteen 1 Jul, 2022 @ 1:16pm 
One other very important thing to include is the set bonuses.
Take for example US sets give bonus to reload CDs. Japan gives increase to blade damage. UN gives increase to MSA.
So keeping your TSF parts all from the same TSF gives bonuses that help. Higher tier (common, rare, epic, legendary) gives more of that bonus. So full legendary US TSFs get greater CD reduction than full Epics.
wraith_fourteen 1 Jul, 2022 @ 11:42am 
d) Fort Class: Facing 2+ forts makes for a bad day, but as I have stated above the Jump/Concentrated Firepower will do tons of damage and keep you out of the line of fire of the fort class itself, usually taking it down completely or very close to. This allows for taking on two or more before needing to swap weapons. At that point, swap to dual blades and wait for your guns to be reloaded with at least one set of ammo, while focusing on other classes of BETA.

For what it's worth, this is a decent guide, but the OP really needs to update it a lot, as well as test out other things.
wraith_fourteen 1 Jul, 2022 @ 11:42am 
b) Grappler Class: Most of what he says is true with a couple exceptions. There is NO uncounterable melee attack as you can just dodge it. Also they are the highest priority as they will cause massive damage in groups but also keep you pinned down/interrupt you during fighting other classes. The empowered versions hit harder and if you're not careful will take you out in groups of 3 or more, very quickly.
c) Destroyer class: If tanks were't so squish, I would rank these as dead last in priority. The strategy the OP uses is okay, but a good dodge counter is far more effective, especially with dual blades. The empowered versions I recommend the dodge counter, then follow up with dual blade combo to finisher. (cancel out of the finisher with jump, if necessary)
wraith_fourteen 1 Jul, 2022 @ 11:41am 
19) BETA classes and Behavior: Gonna take them as a whole under this one section. (Empowered should always be the highest priority with the exception of Heavy Laser class beating everything unless you have good terrain cover)
a) Tank Class: They are weak. Their advantage is their numbers One isn't that big a deal, and you can actually use any skill to kill them, or you can cut them off with a blade, or jump to get them off. If you have several on you, they will slow you down and tear you down quickly. Be sure to get them off asap. Powered versions just do a bit more damage per hit. Mostly not a big deal without the large numbers or other classes around.
wraith_fourteen 1 Jul, 2022 @ 11:41am 
18) Skills: Going to take all of these together as I have already pointed out the flaws in the guide above. TSF skills is NOT necessary to get into. You can do perfectly fine without taking any of them. However, you will have to boost the stats you lose by putting them on your TSF, which RNG makes somewhat painful.
Taking both trees (Mine are Blade and Gun) to max is worth a LOT more than the OP gives them credit for. (I don't know if they will force you to only use a max of 1000 SP when the game is fully finished, as it looks like currently, but in current 0.703 version you can max out all three trees)
wraith_fourteen 1 Jul, 2022 @ 11:41am 
17) Ideal Properties: On your guns focus mainly on Attack Boost, Assault Cannon Attack Boost, Assault Cannon Crit Boost, Assault Cannon Crit Strength. Avoid Attack boost on your TSF (only affects Melee attack).
a) This applies to your TSF parts regardless of your weapon setup: A good mixture of skills for both of your chosen weapon systems is good. (I choose Blades and Guns, personally. Melee and MSA are actually effective, but not my personal play style)
wraith_fourteen 1 Jul, 2022 @ 11:40am 
16.1) Skill Lineup: This does actually matter. The gun skills actually do more damage than just firing your cannons.
a) Parry Counter: You won't parry with a gun, so that does not matter.
b) Dodge Counter: Slaughter shot isn't so good for this, I recommend Iron Rain or Type 2 Stabilized Fire.
c) Charge Lv 3: I recommend Slaughter Shot as that helps with large groups, especially the tanks.
d) Charge Lv 2: Concentrated Firepower

16.2) Set your skills for at least Blade + Gun or Gun + Blade, depending on your preference. I prefer blade + gun as it has a combo finisher.
a) Parry Counter: Mad Butterfly
b) Dodge Counter: Insanity Blade or Lightning Slash
c) Charge Lv3: Mad Butterfly
d) Charge Lv2: Shoot and Slash
e) Combo Finisher: Mad Butterfly (Mad Butterfly is used for clearing out large numbers of tanks very quickly and is very effective at it)
wraith_fourteen 1 Jul, 2022 @ 11:40am 
(I am going to skip down to countering Heavy Lasers, as I have pretty much put my disagreements with Countering Destroyers and Grapplers in the paragraph above and Lasers is pretty much use terrain to your advantage until you are close enough to shoot with no obstruction)

14) Countering Heavy Lasters: Again, the blade/gun combo is better than using 36mm until you take it out. And dual blades is still even better (See my response above). Just get close enough to use the shoot and slash, rinse, repeat.

15) Countering Forts: As stated in the dual blade version, Concentrated Firepower, Type 2 Stabilized Fire, and Iron Rain are all effective and especially useful if you jump in the air beforehand. Iron Rain and Type 2 Stabilized Fire have an advantage over Concentrated Firepower in that you are only using one gun at a time and as such they help with reload Management. (Type 3 Stabilized Fire is also effective, but is just for Single gun so you would have to do a quick weapon swap)
wraith_fourteen 1 Jul, 2022 @ 11:39am 
12) Kiting enemies: Not so necessary. As stated above, you can wipe them out without kiting due to the change of drop off. Also of note is to focus mainly from behind as this minimizes the defense of armored BETA (Grapplers and Destroyers).

13) Reload Management: This is probably where we most agree. This is a good idea IF you do not consider a couple things.
a) The guns reload faster if you are not completely empty (2k 36 mm and 6 120 mm left), with a slight increase if the gun is stored away. This is where using Gun and Blade/Blade and Gun are very effective, as the skills (Shoot and Slash and Slashing Point-Blank Blast respectively) come in very handy. It allows for doing multiple skills with one gun, allowing the other to reload slightly faster. Especially effective against Destroyers and Grapplers, even the powered kinds. Be cautious when they are in large groups, though.