Perks & Classes

KF2 Commando Guide (Early Access Era): Weapons, Skills, Loadout

This is a translated and lightly reworked Portuguese guide to the Commando perk from the early period of Killing Floor 2. The author marks it as outdated, so numbers and skill trees have since changed, but the overall playstyle advice is still a useful reference.

Perk bonuses

  • Weapon damage: 1% per level
  • Sees cloaked enemies: 10 + 2 m per level
  • Sees enemy health bars: 10 + 2 m per level
  • Longer Zed Time: 1 second per five levels
  • Reload speed: 2% per level
  • Night vision
  • Call out cloaked Zeds (shares cloaked-enemy vision with nearby teammates)

Role

The Commando is built around controlling the flow of a fight and keeping the area clear for the team. He uses only rifles, so his rate of fire is high. Two styles exist: a heavy "Rambo" who carries a lot of ammo, or a more tactical player who fires short bursts and values accuracy. His team contribution is health bar and cloaked Zed detection, and he earns bonus XP when teammates kill Zeds he revealed, which makes Commando one of the fastest perks to level. The main weakness is dependence on the team against strong Zeds such as the Fleshpound; the Scrake can be handled alone.

Priority targets

Clot/Cyst/Slasher, Crawler, Stalker, Husk, Scrake. Stalkers and Crawlers matter most because the Commando is the fastest and most accurate against them. Husks are fine if you can hit the fuel backpack, but rifle inaccuracy wastes ammo. The Scrake is easy for a Commando who carries plenty of ammo.

Arsenal

AR-15 Varmint Rifle

AR-15 Varmint Rifle: starting weapon with burst and single-shot modes, good against early Zeds.

SA80 L85A2 Bullpup

SA80 L85A2 Bullpup: tier 2, automatic, high rate of fire and plenty of ammo, strong against crowds.

Kalashnikov AK-12

AK-12: slightly slower than the bullpup but harder hitting, the recommended Scrake weapon.

SCAR H

SCAR H: more damage than the AK-12 with a rate of fire between the two, but the smallest magazine of them.

Stoner 63A LMG

Stoner 63A LMG: the biggest magazine and good recoil control.

HE Grenade

HE Grenade: strong impact, explodes quickly after being thrown.

Loadout

Two end-game sets are suggested: an ammo-heavy build around the SCAR H and AK-12, and a precision build around the AK-12 and SA80 with a pistol. Late in the game carry the SCAR H and AK-12, with Dual 9mm or the HMTech-101 pistol as a backup (the latter also heals allies), because even an ammo-heavy Commando runs dry.

Loadout option

Alternative loadout

Economy

Ammo is not the most expensive, but your style decides the spending. The "bullet lord" stays on the AR-15 until tier 3 or 4 weapons are affordable. Players who prefer automatic fire can buy the SA80 on wave 2, the AK-12 by wave 5 and swap to the SCAR H on wave 6 or 7.

Skills

Bullet lord skills

Bullet lord (Rambo): lots of bullets, high DPS, slow reloads. Pick Fallback at tier 2 (pistol and knife damage up, 50% faster draw). Early tiers can be swapped later for faster reload, health and armor. These are the core skills for dealing with Scrakes without constant reloading.

Eagle eye skills

Eagle eye: for accuracy and speed, keep all skills in the first column. You can support teammates on Scrakes but should mostly clear small Zeds so nobody gets surrounded.