Commando (Killing Floor 2)

From Killing Floor 2 Wiki
Revision as of 12:07, 8 September 2020 by Martinious1 (talk | contribs) (Added more detail to some strategy tips here)
Jump to navigation Jump to search
Killing Floor 2 perk
Commando
General Information
XP Objectives
• Dealing Commando weapon damage.
• Killing Stalkers with Commando weapons.
Starting Loadout
AR-15 Varmint Rifle 9mm Pistol
KF-BAR HE Grenade
Perk Information
Role
• Medium range.
• Front line position.
• Reveal Stalkers.
• {{{Role_3}}}
• {{{Role_4}}}
Strength
• Lots of ammo.
• High rate of fire and moderate damage.
• Effective agains small ZEDs.
• High grenade damage.
• ZED Time extensions.
Weakness
• Has a hard time against larger ZEDs.
• Has to reload quite often.
• {{{Weakness_2}}}
• {{{Weakness_3}}}
• {{{Weakness_4}}}
Target Priority
HIGH
MEDIUM
LOW
SURVIVALIST EFFECTIVENESS AGAINST ZEDS IS DETERMINED BY THEIR SKILL AND WEAPON CHOICES
Technical Information
Related Achievements
Console Achievements / Trophies

The Commando is the eyes of your squad, providing vital information to your teammates while cutting down hordes of ZEDs.

General Information

The Commando has the unique ability to make Stalkers visible to their teammates. Commandos also display the health bars above injured ZEDs, allowing them to prioritize the targets and know when a particularly dangerous ZED is on the ropes. Both these abilities have a limited range, but it increases with each level the Commando gains.

In addition to providing valuable information to their team, Commandos are the masters of assault rifles, allowing them to deal with most weaker ZEDs handily.

Commando skill choices let them focus on either being a man-of-war for the team through improved weapon handling, better damage and increased health and armor or by representing a bulletstorm-emitting machine gunner-esque type of player that delivers a ton of stopping power thanks to extended magazines and better stumbling capabilities.

Weapon List

Commando

200
4
AR-15 Varmint Rifle
650
6
SA80 L85A2 Bullpup
1100
6
Kalashnikov AK-12
1100
7
Mkb.42(H) Carbine Rifle
1500
6
SCAR-H Assault Rifle
1500
9
Stoner 63A LMG
2000
10
Minigun (DLC)
650
6
Tommy Gun
1200
6
M16 M203 Assault Rifle
1500
7
HMTech-401 Assault Rifle
1500
8
FN FAL ACOG
2000
8
HMTech-501 Grenade Rifle
{{{WeaponPricing_12}}}
{{{WeaponWeight_12}}}
[[{{{WeaponLink_12}}}|{{{WeaponName_12}}}]] link={{{WeaponLink_12}}}
{{{WeaponPricing_13}}}
{{{WeaponWeight_13}}}
[[{{{WeaponLink_13}}}|{{{WeaponName_13}}}]] link={{{WeaponLink_13}}}
{{{WeaponPricing_14}}}
{{{WeaponWeight_14}}}
[[{{{WeaponLink_14}}}|{{{WeaponName_14}}}]] link={{{WeaponLink_14}}}
{{{WeaponPricing_15}}}
{{{WeaponWeight_15}}}
[[{{{WeaponLink_15}}}|{{{WeaponName_15}}}]] link={{{WeaponLink_15}}}
{{{WeaponPricing_16}}}
{{{WeaponWeight_16}}}
[[{{{WeaponLink_16}}}|{{{WeaponName_16}}}]] link={{{WeaponLink_16}}}
{{{WeaponPricing_17}}}
{{{WeaponWeight_17}}}
[[{{{WeaponLink_17}}}|{{{WeaponName_17}}}]] link={{{WeaponLink_17}}}
---
---
KF-BAR
40
---
HE Grenade
{{{WeaponPricing_20}}}
{{{WeaponWeight_20}}}
[[{{{WeaponLink_20}}}|{{{WeaponName_20}}}]] link={{{WeaponLink_20}}}
{{{WeaponPricing_21}}}
{{{WeaponWeight_21}}}
[[{{{WeaponLink_21}}}|{{{WeaponName_21}}}]] link={{{WeaponLink_21}}}
{{{WeaponPricing_22}}}
{{{WeaponWeight_22}}}
[[{{{WeaponLink_22}}}|{{{WeaponName_22}}}]] link={{{WeaponLink_22}}}
{{{WeaponPricing_23}}}
{{{WeaponWeight_23}}}
[[{{{WeaponLink_23}}}|{{{WeaponName_23}}}]] link={{{WeaponLink_23}}}
{{{WeaponPricing_24}}}
{{{WeaponWeight_24}}}
[[{{{WeaponLink_24}}}|{{{WeaponName_24}}}]] link={{{WeaponLink_24}}}
{{{WeaponPricing_25}}}
{{{WeaponWeight_25}}}
[[{{{WeaponLink_25}}}|{{{WeaponName_25}}}]] link={{{WeaponLink_25}}}
{{{WeaponPricing_26}}}
{{{WeaponWeight_26}}}
[[{{{WeaponLink_26}}}|{{{WeaponName_26}}}]] link={{{WeaponLink_26}}}
{{{WeaponPricing_27}}}
{{{WeaponWeight_27}}}
[[{{{WeaponLink_27}}}|{{{WeaponName_27}}}]] link={{{WeaponLink_27}}}
{{{WeaponPricing_28}}}
{{{WeaponWeight_28}}}
[[{{{WeaponLink_28}}}|{{{WeaponName_28}}}]] link={{{WeaponLink_28}}}
{{{WeaponPricing_29}}}
{{{WeaponWeight_29}}}
[[{{{WeaponLink_29}}}|{{{WeaponName_29}}}]] link={{{WeaponLink_29}}}
{{{WeaponPricing_30}}}
{{{WeaponWeight_30}}}
[[{{{WeaponLink_30}}}|{{{WeaponName_30}}}]] link={{{WeaponLink_30}}}


Bonus Experience

Commandos receive bonus XP for killing Stalkers with on-perk weapons and also for assisting in Stalker kills by revealing them with the Call Out passive skill.


Perk Bonuses

This table represents the passive stat bonuses the Commando receives.

Perk Weapon Damage
max. 25%
( Perk weapon damage increases 1% per level. )
Cloaked Enemy & Health Bar Detection
max. 60m
( Range of 10m plus 2m per level. )
Zed Time Refreshes
max. 6 times
( Amount of ZED Time resets increased by 1 for every 5 levels. )
Reload Speed
max. 10%
( Perk weapon reload speed increases 2% every 5 levels. )
Recoil Reduction
max. 50%
( Decrease recoil 2% per level. )
+Call Out Cloaked ZEDs
( Allow teammates to see cloaked units. )
+Night Vision capability
( Night Vision Goggles for better vision in dark areas. )


Perk Skills

This table represents the active abilities the Commando has access to. You have the option of choosing one per tier.

Ammo Management
Tactical Reload
5
High Capacity Mags
Increase reload speed with perk weapons. Increase magazine capacity of perk weapons 50%.
Tactics
Fallback
10
Impact Rounds
Increase damage with your 9mm pistol and knife 85%, and increase weapon switching speed 50%. Increase stumble power for perk weapons 150%.
Survival
Tenacious
15
Prepared
Increase total Health and Armor 25%. Carry up to 20% more ammo for each perk weapon.
Weapon Specialist
Hollow Point Rounds
20
Eat Lead
Increase damage of perk weapons 30%. Increase magazine capacity of perk weapons 100%.
Advanced Training
ZED TIME - Tactician
25
ZED TIME - Machine Gunner
During ZED Time, you reload perk weapons at full speed and switch perk weapons twice as fast. During ZED Time, you do 3% more damage with perk weapons and shoot 3x faster with all guns.


Actual Stats

Eat Lead (extra mag ammo, of base value) 100%
Fallback (extra damage, 9mm(s) / knife) 85%
Fallback (weapon switch time, diminution) -50%
High Capacity Mags (extra mag ammo, of base value) 50%
Hollow Point Rounds (extra damage) 30%
Impact Rounds (stumble power multiplier) x2.5
Machine Gunner (extra damage) 3%
Machine Gunner (resistance to slow-mo, on firing) 50%
Prepared (extra maximum spare ammo) 20%
Tactical Reload (faster reloading) yes
Tactician (resistance to slow-mo, on swap, adds) +30%
Tactician (weapon reloads resistant to slow-mo) yes
Tenacious (HP and armor amount multiplier) x1.25

Perk Notes

  • Damage modification (passive + skills): Passive bonus and Machine Gunner skill affect on-perk weapons (including Knife) or on-perk damage types. Fallback skill affect damage of 9mm Pistol(s) and all knives. Hollow Point Rounds skill affect on-perk weapons (including Knife, excluding 9mm Pistol(s)). Damage ROUNDED UP.
  • Passive (Nightvision): Nightvision drains battery as fast as flashlight.
  • Passive (Reload speed): Bonus works only with on-perk weapons.
  • Passive (Reveal cloaked ZEDs): Technically the whole process of revealing cloaked ZEDs is focused around each of these ZEDs individually, not around Commando. Having line of sights is important for exposing cloaked ZEDs - if ZED is being rendered (viewed by) for Commando it will be visible to other players, otherwise it will be not even if that ZED is within Commando's reveal range and / or viewed by the other players but not by Commando themself. After breaking LOS the cloaked ZED will be visible for at least 2 seconds.
  • Passive (ZED Time extension): ZED Time cannot be extended by certain amount of time but instead it resets back to 3 seconds.
  • Skill (Fallback): Extra damage affect all knives and 9mm Pistol(s). Weapon swap speed bonus affect equip and putdown times of all weapons making it happen 2 times faster. Extra damage example: 9mm Pistol (25 points of damage) with Fallback skill does Roundup (25 + 25x0.85) = 47 points of damage. When it comes to calculation of knife damage, this skill DOES work along the passive damage bonus and Hollow Point Rounds skill. Skill as well affects bash damage of the 9mm Pistol(s).
  • Skill (Impact Rounds): Skill works only with on-perk weapons.
  • Skill (Tactician): Skill adds +30% resistance to slow-mo to weapons on top of the base 35% resistance value. This makes weapon swapping ((1 - 0.2) x (0.35 + 0.3)) / ((1 - 0.2) x 0.3) = ~2.17 times faster.

On-perk Weapons

Following weapons and damage types are associated with the Commando. They are getting damage bonuses and buffs to their attributes from the respective skills:

Weapons Damage Types
AssaultRifle_AK12 Ballistic_AK12
AssaultRifle_AR15 Ballistic_AR15
AssaultRifle_Bullpup Ballistic_Assault_Medic
AssaultRifle_FNFal Ballistic_Bullpup
AssaultRifle_M16M203 Ballistic_FNFal
AssaultRifle_Medic Ballistic_M16M203
AssaultRifle_MedicRifleGrenadeLauncher Ballistic_MedicRifleGrenadeLauncher
AssaultRifle_MKB42 Ballistic_Minigun
AssaultRifle_SCAR Ballistic_MKB42
AssaultRifle_Thompson Ballistic_SCAR
HEGrenade Ballistic_Stoner63A
Knife_Commando Ballistic_Thompson
LMG_Stoner63A
Minigun

Strategy

The Commando is a viable squad member that greatly increases overall awareness of cloaked ZEDs and also provides ZED Time extensions.

Conserve your ammo: at early waves use the advantage of the Fallback skill to one-shot small ZEDs and save yourself some rifle ammo.

Stay close to your team: keep in mind that you reveal cloaked ZEDs within a limited range - straying too far away from your team will not allow them to see the sneaky Stalkers. You also need to be facing in the direction from where the stalkers are approaching. If you have your back to them, they will not be revealed by the perk ability.

Although it is recommended for the Commando to focus on killing small ZEDs, the skilled Commando can also take down Scrakes. Before engaging make sure you have both of your rifles reloaded. Use the advantage of Fallback to switch between them faster or utilize the extra stumble power of Impact Rounds to create extra space between you and the Scrake. You can even use the Stoner 63A LMG to stumble lock the Scrake! But regardless of tools of disposal don't forget the most important thing - aim to the head.

Taking on a Fleshpound is risky but not impossible, your best choice for this task would be FN FAL ACOG given that it has high damage and rate of fire, but most importantly different type of the damage which Fleshpounds are less resistant to - "ballistic rifle" opposite to "ballistic assault rifle". Also, remember to lob your grenades at Fleshpounds when taking them down alongside other perks like Supports, Demolitions or Firebugs. They are vulnerable to their explosive damage.

The HMTech-401 Assault Rifle has its niche in the arsenal of every Commando. While it does slightly less damage than the AK-12, it lets you heal your teammates.

The M16 Assault Rifle is quite efficient in the hands of a Commando. It gets all the damage bonuses the Commando has, and not just for bullets but also to grenades which Fleshpounds are vulnerable to. Give it a shot!

Trivia

  • According to the character's favourite weapon lines, Donovan Neal and Lt. Bill Masterson are the Commandos of the team.