Killing Floor 2 is host to a menagerie of different play-styles and characters. While some of the options available might be oriented towards dishing out as much mayhem and damage as they can, others might be more keen on defending the team, focusing important targets, or maintaining the group's health.
The Commando exemplifies the traditional soldier, literally sticking to their guns and dishing out destruction like a well-oiled machine.
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As any squad's Commando, you have a special ability to know just how powerful your foes are. With the passive ability of seeing the exact health of your enemies when they're within a certain range (with this range increasing with subsequent levels), and the ability to spot invisible Stalkers, even pointing them out for your allies, the Commando perk is all about wiping out weaker zeds while informing the team about the health of stronger ones.
It may sound strange, but the Commando makes for an excellent support character. With their ability to call out invisible zeds, their ability to extend ZED Time, and the decent accuracy boasted by most of the perk weapons in their arsenal, a Commando is useful as a passive and active combatant.
|Tactical Reload||5||High Capacity Mags|
|Increase reload speed with perk weapons.||Increase magazine capacity of perk weapons 50%.|
|Increase damage with your 9mm pistol and|
knife 110%, and increase weapon switching speed 50%.
|Increase stumble power for perk weapons 150%.|
|Increase total Health and Armor 25%.||Carry up to 20% more ammo for each perk weapon.|
|Hollow Point Rounds||20||Eat Lead|
|Increase damage of perk weapons 25% and reduce their recoil 50%.||Increase magazine capacity of perk weapons 100%.|
|ZED TIME – Machine Gunner||25||ZED TIME – Tactician|
|During Zed time, you do 3% more damage with perk weapons and shoot 3x faster with all guns.||During Zed time, you reload perk weapons at full speed and switch perk weapons twice as fast.|
The question here is not a matter of ammunition management, but rather a matter of trigger discipline. If you find yourself 'spraying and praying' most of the time, the reload speed bonus granted by Tactical Reload are a useful choice. If you want to imagine yourself firing a light machine gun as if you were some perk that relies on light machine guns, consider taking High Capacity Mags and keep the dream alive.
For those that perpetuate the accuracy issue mentioned in the previous statement, or for Commandos that just can't decide what guns to use on targets at different ranges, the Fallback skill is useful for compromising with a lack of commitment to any one perk weapon. Early waves for a Commando can work in the benefit of those using Fallback, though, as ammunition for the 9mm is less expensive than the price for your starting weapon, the Varmint Rifle. If you're a Commando looking to bring the hurt to larger zeds, the Impact Rounds skill will provide a lot of utility for yourself and your allies, so long as everyone focuses their aim.
The choice made here typically depends on what sort of squad the Commando is taking part in. If your team has a Berserker; by all means, take the Prepared skill, as the extra ammunition you put to use will be useful when clearing out hordes of zeds. In most other cases, you can never go wrong with equipping yourself with more health and armor. While the Tenacious skill might be a bit selfish, you can share the love with others by wiping out threats and taking hits yourself, ensuring nobody else is getting hit in the first place.
To do large amounts of damage at once, or to deal damage to a wide area of enemies over an extended period of time; that is the choice made in the Weapon Specialist skill choice. If you are a Commando that wants to deal higher damage to single targets, much like a sharpshooter, try using the Hollow Point Rounds for a while, and see if the extra damage is clearing hordes of weaker zeds faster than you remember. For Commandos that want to perpetuate their dream of using light machine guns, take the Eat Lead skill and silence the questions of your allies with your never-ending gunfire.
The final choice for all Commandos. The sheer amount of bullets you will send down range with the Machine Gunner skill during ZED Time should be plenty to take out larger zeds. The major issue that comes up with all gun-toting perks is the fact that, sometimes, you can't help but be forced to reload as ZED Time begins. If the Tactician skill is chosen instead, there is not much fear of having to reload during ZED Time, which works into a Commando's benefit, as well as their allies. The more times a Commando is able to reactivate ZED Time for his Squad, the more efficiently the entire team can take out the incoming specimens.
The Commando starts out with two unique items. A Varmint Assault rifle, a basic assault rifle that deals minimal damage in either burst-fire or single shot firing modes; and two High-Explosive grenades, capable of wiping out large groups of zeds with every toss.
AR-15 VARMINT ASSAULT RIFLE
The Varmint Rifle is the unique weapon that the Commando perk begins every game with. While the name would normally imply that this weapon is great for taking out all sorts of vermin, the effectiveness of the rifle makes the name more indicative of its status as the runt of the rifles.
With the alternate fire switching between burst-fire and single-shot firing modes, the weapon will either waste a few rounds with every pull of the burst-fire trigger, or only be a slight upgrade to the 9mm pistol's damage. If you're a Commando on a budget, just sell this weapon and stick it out with your handgun until you can get a more suitable upgrade.
Veterans from Killing Floor might remember the Bullpup as the basic weapon for the Commando, as well as being one of the weakest guns in the game. The saving grace for the Bullpup back then was the almost entire lack of recoil while firing.
Killing Floor 2 kept what worked and changed what didn't this time around. No longer being the weakest rifle in the game (thanks, Varmint Rifle!), the Bullpup does more damage than its previous incarnation, and still keeps the low recoil from before. The recoil is a bit more prominent in this title, but still seems negligible, especially when used with the Hollow Point Rounds Commando skill.
The alternate fire of this weapon switches between full-auto and single-shot firing modes. Most of the time it is best to use this weapon on single-shot until you are going up against larger zeds. The ease of use and clear red-dot sight make this weapon great for popping the heads off weak zeds.
Tactical insurgency is brought to the apocalypse with the Kalashnikov. This weapon boasts high stopping-power with a pretty nasty recoil, but Commandos that stick with this gun and learn to adjust for the recoil will probably get more mileage out of this gun than the SCAR-H.
With the alternate fire switching between burst-fire and full-auto firing modes, there is not much room for finesse with the Kalashnikov. The burst-fire mode of this weapon, coupled with the high fire-rate associated with the gun, will give Commandos access to one of the fastest-firing weapons in the game, second only to the SWAT's arsenal.
SCAR-H ASSAULT RIFLE
A bastard between a carbine and an assault rifle, the SCAR-H battle rifle exchanges quantity for quality when sending lead down range. The clear ACOG sight on this weapon makes it easy for players to line up headshots on all sorts of targets, making it a wonderful weapon for Sharpshooters that want a faster firing rate.
The alternate fire of this weapon switches between full-auto and single-shot firing modes. With a 20-round clip by default, it is recommended that early-level Commandos make their shots count utilizing the single-shot approach until they can upgrade their clip's capacity to 30, and eventually 60, rounds per clip. The SCAR-H is the right choice for Commandos that plan to take on large zeds.
This variant of the Fragmentation Grenade does exactly what the name implies; create a large explosive with enough force to wipe the immediate area of any sign of creatures once existing there. The grenade is best put to use when thrown at clumped-together packs of weaker zeds. Take care when throwing this grenade, though, as it is susceptible to being destroyed by a Siren's scream, and the damage you can inflict on yourself with these grenades can easily kill you with one poor toss on higher difficulties.
There are a number of enemies that you will stand against as you massacre your way through central Europe on a mission to exterminate the specimen outbreak. The Commando functions as a party's tactician, picking their battles with at least some level of awareness. This portion of the guide will cover each of the specimens in the typical order that they arrive.
THE CLOT (CYST/ALPHA/SLASHER)
These three variants make up the basic enemy of Killing Floor 2, with each of the three having a unique behavior associated with them.
The Cyst is like a child, if the child were still dangerous and thirsty for blood. This enemy moves lethargically, and does not have much agility; only a desire to kill the mercenaries.
The Alpha Clot is pretty much the same clot we all remember from the original Killing Floor. While they don't do much aside from walk (or run) towards the player and seem upset about something, there is not much to worry about from this variant.
The Slasher is the most dangerous of the three, behaving like a mix between the Alpha Clot and the Crawler (shown below). This enemy can come from locations players might not expect, such as vents and sewer holes, much like Crawlers. These enemies will move the fastest of the three, and will begin rolling under gunfire on higher difficulties.
The most important thing to note about these enemies is that all of them can grab the player; holding them in place while their friends surround you and tear you apart.
This is a Commando's bread and butter, and your rifle is the knife. Be sure to aim for the heads of these specimens and keep the enemy's numbers in check. The Clots are the best way for a Commando to get used to aiming for the heads of all other zeds; so get in the practice and warm-ups while the fodder is still fresh.
Arachnid and man, merged into one. What seemed like the everyday Spiderman turned into a nightmare for Horzine with these small, skittering specimens. These enemies can appear in unusual locations like the Slashers, but they do not stand on two legs and walk towards their targets, instead preferring to stay close to the ground before pouncing at their enemies from a close distance. These enemies are not much of a problem alone, but a swarm, if left unchecked, can quickly take down a mercenary before they have a chance to escape. Being one of the fastest common enemies in the game, the only saving grace for players is that they are very frail, only needing a couple shots to take down.
Crawlers are on par with Clots when it comes to a Commando's target priority. If you are ever in a position where you see a group of Crawlers among a group of Clots, aim for the ones that move faster (which is typically the Crawlers). What makes Crawlers a threat to a lot of gunmen is the fact that some players might not even see Crawlers creeping up on them with the barrel of their gun taking up the lower part of their view while aiming down sights.
Be sure to aim low every so often, and ensure that Crawlers are prevented from harassing your squad.
Invisible women out to get you; it is not as nice as it sounds. The Stalker is about as agile as the Slasher, but comes equipped with a cloaking field which allows them to get close to a team before striking. While the cloaking field does not make the Stalker completely invisible, it does obscure their form enough to make it difficult for players to spot either how far away or how many are in a group. Moving just a bit faster than the Slasher, and doing a fair amount of damage with their acrobatic kicks and swipes; a small group of these enemies can overrun a lone mercenary very quickly if allowed to get too close.
Commandos are a direct counter to everything a Stalker does. Without their cloaking field, they are just like weaker, faster Clots. While a Commando's Call Out passive skill is worded to make you believe that all allies can see these enemies once they get in range; this is not entirely the case. Commandos need to be looking in the direction of the Stalkers by the time they get within range of an ally for them to appear visible for everyone.
Commandos gain bonus experience for kills and assists on Stalkers, so be sure to shoot at the red, swirly, human-shaped figures moving towards your squad.
The Bloat is a bullet sponge in every sense of the term. The high resistance to nearly all types of damage make it essential to headshot this enemy before he gets close enough to vomit on anyone. Mercenaries who get covered in a Bloat's bile will take damage over time, as well as have their vision blurred by the effects of the bile itself. On higher difficulties, Bloats will run towards players and raise their cleavers in front of their face to defend themselves from incoming fire, as well as occasionally leaving bile-mines for players to unwittingly step upon.
The Commando's Bullpup rifle and SCAR-H make for excellent counters to a Bloat with their high accuracy and modest-to-high damage. Be sure to aim for the heads of these zeds and train your focus on to the rest of the specimens around him. A Commando doesn't need to focus on where these guys are at all times, but it never hurts to help out when the opportunity arises.
Lacking skin, a lower jaw, and any form of human sympathy, the psychopathic Gorefasts will rush down their enemies, waving their tied-on machetes and swinging wildly with bloodlust. These enemies are the fastest of the common enemies, and one of the toughest as well, taking a handful of headshots just to pop the skull off. On higher difficulties, this enemy will hold their machete in front of their head to try and deflect bullets.
While they have more health than common clots, a Commando should try their best to pop the heads off of these zeds. The high damage done by losing its head, as well as this enemy losing its ability to run, make Gorefasts a much lesser threat once incapacitated by accurate marksman. Even though Sharpshooters can make good use of their talents against these enemies; Commandos should be prepared to fulfill this position if they spot these hopped-up specimens.
The Siren is a specimen that does not charge down players in the same way that all other zeds do. Instead, these enemies move at about the same rate as Cysts, using their literally lethal scream to damage players (ignoring body armor and going straight against health). Not only that, but the radial scream that Sirens produce will destroy grenades and rockets mid-flight, making them a considerable threat with their ability to disable a team's utility.
Commandos should fear these specimens, like nearly all other perks, but killing these zeds is not a priority of a Commando. It sounds strange, but the resistance provided by a lot of the metal frame attached to a Siren makes it difficult for a Commando's bullets to penetrate and do much damage. If you're desperate or lucky, send a few rounds from your SCAR-H towards these women, but avoid confronting them if possible.
The zeds' attempt at a Firebug, the Husk is a specimen that utilizes attacks from a distance through the use of a Fireball launcher which can light a team of mercenaries on fire. This enemy is tough, but can still be taken out through focused fire or a lot of damage from a single attack. Essentially immune to fire, it is not recommended that mercenaries use fire-based attacks against this specimen. To make matters worse, Husks at low health will charge at the group before attempting to self-detonate themselves in a flaming kamikaze. At higher difficulties, the Husk will use their Fireball launcher like a flamethrower, doing massive amounts of damage and setting players on fire.
Commandos should shoot at Husks whenever the opportunity presents itself. The damage from your Kalashnikov or SCAR-H is useful as long as your shots hit the Husk's head; but don't waste ammunition if you can't get a clear headshot. The frame around a husk is resistant to damage, and the fireball launcher is not too difficult to dodge. Just be sure to avoid getting close enough to be within range of a Husk's flamethrower, and a Commando should be golden.
This chainsaw-for-an-arm maniac is a considerable threat to any squad. Their arrival is made known by a noticeable sound cue of a chainsaw being revved up, followed by the roaring laughter of the Scrake. This enemy will walk towards their target, pointing in their direction, and pantomiming threats. When brought to half their max health, a Scrake will go into a frenzy; running at the mercenaries and swinging their chainsaw in combos and wide arcs. On higher difficulties, a Scrake will raise their chainsaw in front of their face in an attempt to block incoming fire.
Commandos should not attack a Scrake until they have killed all other specimens in the immediate area. It sounds like a raw deal, but big zeds are not a Commando's fight. If you are the only one to spot a Scrake approaching, be sure to use the 'Request Help' voice command, or tell your squad through text or voice chat where you see the enemy approaching from.
A Commando's contribution to these fights should be to ensure that the weaker zeds are kept in check, so the rest of your squad can fight the Scrake without being pressured.
The distinct, guttural roar of pure hatred that announces the arrival of a Fleshpound is a noise that makes the hearts of entire squads drop into their stomachs. Nothing about this zed is subtle, from the giant frame the specimen boasts, to the glowing adrenaline monitor that functions as life support, or the meat-grinding devices attached to his arms, which glow red-hot from the friction caused by their spinning; the Fleshpound is a harbinger of death.
Sorry to say for all Commandos, but a Fleshpound is a similar case to the Scrake. The major difference here is that you are on a tight time limit when you are tasked with killing all of the fodder around a Fleshpound. Once a Fleshpound begins rampaging (indicated by the yellow indicator on their chest turning red), you will have to change your attention to the much bigger threat. Fleshpounds wipe squads if a team doesn't know how to coordinate; and your job is to make sure you are killing all of the small targets so your team has nothing else to shoot other than the big, glowing, angry monster charging at them.
If you happen to be the sorry sucker that gets chased by a raging Fleshpound, do not back up and fire; you will be better off turning around and running back to your team so that you have a better chance of getting breathing room once the Fleshpound calms down.
Commandos will have to learn how to make due with a Bullpup rifle during short-length games. Try to make as much money as you can in the first two waves, and only upgrade from the Bullpup if you can afford the SCAR-H and the ammunition required to fill it. Once you complete the final wave and are about to go into the boss wave, buy whatever upgrade you can afford, and hope your skills are up to the challenge.
The medium-length games are much like short-length games, but a Commando has a bit more of a chance to get the upgrade they need in preparation for the boss wave. Once again, be sure to get the Bullpup as soon as you're able, and stick out until you can afford the SCAR-H. Dying during a 7-round game runs a high risk of rendering you useless going into the boss wave, so be keen on surviving at all costs in these games.
For all intents and purposes, consider the long-games as the standard length for Killing Floor titles. The balance of time and a team's upgrade rate is the most consistent in 10-round games. Commandos should switch to their 9mm pistol during the first wave if playing on lower difficulties; since Stalkers will not appear at that point. Ensure the pistol is stocked with ammunition going into the second wave, and try to get enough dosh to purchase the Bullpup as soon as possible, even selling the Varmint Rifle if extra money is needed.
By the time you are encountering Bloats and Sirens, you should have enough money to afford a Bullpup, if you have not already. The next goal should be focused on getting the SCAR-H, unless you are comfortable with the recoil produced by the Kalashnikov. Use these more powerful rifles to take out healthier zeds like Husks and Sirens when the opportunity presents itself, otherwise continue wiping out Clots and Crawlers.
Once larger specimens begin spawning (such as Scrakes and Fleshpounds), there is not much else you should do to change your tactics; aside from focusing a rampaging Fleshpound every now and again. So long as you are doing your job and keeping the harassing zeds away from your squad, they should be able to focus down Scrakes and Fleshpounds for you.
Currently, there are two bosses in the game, Dr. Hans Volter, an old German scientist who worked with Horzine before taking part in creating the specimens; and the Patriarch, the head scientist for the entire research project, and self-proclaimed 'father' to all of the zeds. The chance for either of these bosses spawning is random, and teams will not have a chance to change their perks or equipment once the wave has begun and the boss has arrived.
DR. HANS VOLTER
The Nazi scientist who still believes in the Reich, Hans Volter was one of the leading scientists for Horzine's specimen project before being convinced with what the team's head scientist had in mind. Keeping himself alive with an integrated life-support system outfitted with an exosuit to augment his physical capabilities, Hans attacks the squad with Freddy Kruger-inspired syringe gauntlets and a pair of StG-44 assault rifles, referred to as "Twin Fangs" by the doctor.
Commandos should probably give this old fart a hand for using assault rifles akimbo-style; even if he is not the most accurate with them. The glowing core attached to the back of Hans is the most prominent weak point for you to fire at, so be sure to shoot him in the back if he is chasing after one of your allies. If you are the one being chased, find cover if he begins firing at you, otherwise turn-tail and run until you are sure Hans has lost interest in you.
Hans will occasionally throw out gas grenades and fragmentation grenades in bundles to try and disrupt the squad. Commandos have nothing to mitigate this damage, or help their allies. Dodge the grenades as best as you can, and hope the rest of your squad does the same.
Once Hans has lost most of his health, he will activate a shield (shown as a narrow blue bar above his health) and toss a handful of smoke grenades at the squad before trying to rush down an ally, claws extended. If you coordinate an attack with the rest of your squad, keep at a distance and keep firing at Hans' shield to try and resolve the fight quickly, otherwise run away and try to avoid being the one caught and sapped. Regardless of what happens, Hans will move very quickly, making him a harder target to hit; and his shield is resistant to all types of damage.
If your squad is able to destroy Hans' shield before he can heal, he will no longer attempt to heal himself, making for an easier fight to finish. If allowed to heal, though, he will regain up to 80% of his max health, doing this up to three times before going into his final phase.
Hans will become more aggressive as he gets to later stages of his life (indicated by the lights in his suit). His attacks will change up to include attacking with the bayonets of his Twing Fangs (eventually becoming unblockable attacks in the final two stages), making large, leaping attacks with his claws (once again, unblockable), and throwing out more grenades more often, causing a lot of confusion and having the possibility to deal a lot of damage near the end.
Commandos will have to settle for shooting Hans' core as often as they can to maximize damage dealt. If the only weapon brought into the fight against Hans is the SCAR-H, mind the ammo in your clip; as you do not want to be caught reloading as Hans rushes towards you. The Kalashnikov makes for an excellent choice during this fight, so long as you can land hits while dealing with the recoil.
Commandos are not particularly weak against Hans, and an accurate commando can deal a lot of damage with every clip from either a Kalashnikov or SCAR-H. Commandos should keep in mind that the high damage they deal will make them a likely candidate for targeting by Hans, and so might spend just as much time running away as they are shooting.
This is a mean individual who has decided that genetic engineering is the key to a successful, elevated human future. Unfortunately for humanity, this involves cloning a bunch of mutants with no interest in anything other than the elimination of all humans. The Patriarch, is the head of this entire problem, and he exemplifies this logic to a terrifyingly simple solution; a rocket launcher/mini-gun combo for and arm.
The Patriarch utilizes a cloaking system much like the Stalker, which is entirely counteracted by the Call Out skill of a Commando, making him a useful choice when picking weak points out on the Patriarch (such as his head). The massive red blur that appears for your allies will make other perks like Demolitions or Sharpshooter more effective at dealing critical damage against the Patriarch.
The Kalashnikov can be fired with a bit less accuracy, considering the Patriarch's massive figure, but this damage output can be matched or even out done by well-placed headshots from the Commando's SCAR-H. The choice of kit going into the boss fight will come down to whether or not the Commando wants to practice trigger discipline.
Throughout most of the fight, you will be considered a damage-dealing perk, taking shots wherever and whenever possible, and being sure to reload when none of your squadmates are doing so.. The Patriarch will try to run away and heal up to two times when his health is low. Do not follow the Patriarch at this time, since he will also summon zeds to distract your allies during this time. Stay with your squad, and kill off incoming Clots, Crawlers, and Stalkers as they try to chip away your team's health.
The Commando runs middle-of-the-line with either of these bosses, not being extremely efficient against either boss, but is not rendered useless by either of the bosses' resistances or fighting styles.
With Military-issued hardware and a standard-issue playstyle, the Commando makes an excellent perk for players new to Killing Floor 2. While the equipment carried by the Commando is not flashy, extravagant, or overtly brutal, it will do its job, and do it well.
Able to kill targets from mid to short range, the Commando is a useful addition to any squad's composition, accentuated by the Call Out skill revealing cloaked enemies, and the weapons utilized by this perk being focused on relieving pressure from their allies, the Commando is excellent for crowd-control and general damage output.
The bonus experience granted from killing and getting kill assists off of Stalkers promotes the idea that Commandos are there to let a squad breathe a bit easier. If a Commando is doing their job well, Field Medics will find that do not have to heal the squad as often as they might have been before.
Commandos are living, breathing proof that military might still reigns supreme in the wake of a zed apocalypse; and will enforce this mantra on any poor souls that cross them or their allies.
Guides will be made available regularly for each of the perks in sequential order, if you would like to check out our other perk guides, click on any that interest you below: