KF2 Commando Guide: Role, Skills, Weapons and Loadouts
A first guide by a community player explaining the second perk in Killing Floor 2: the Commando. It covers what the perk is for, its bonuses and skills, the weapon ladder, and three loadouts for solo and multiplayer. Balance details may have shifted in later patches.
The Commando's job
Killing Floor 2 is not only about killing every ZED you see, except when you play solo. In multiplayer each perk has a job. The Commando's job is to clear trash: low damage per bullet, but fast assault rifles that deal excellently with small ZEDs. Trash means Clots (Cysts, Slashers, Alpha Clots), Gorefasts, Crawlers and Stalkers. Stalkers are a particular target because the Commando reveals cloaked ZEDs.
Perk bonuses
- Perk weapon damage: +1% per level, max 25%.
- Cloaked enemy reveal and health bar detection: starts at 10 m, +2 m per level, max 60 m.
- ZED Time extension: +1 second per 5 levels, max 6 seconds.
- Reload speed: +2% per 5 levels, max 10%.
- Night vision: hold the flashlight button to toggle it.
- Cloaked ZED call-out: lets the team see cloaked ZEDs (including the Patriarch).
Perk skills
| Level | Choice A | Choice B |
|---|---|---|
| 5 | Tactical Reload: faster reload | High Capacity Mags: +50% magazine capacity |
| 10 | Fallback: +110% damage with knife and 9mm pistol and 50% faster swap | Impact Rounds |
| 15 | Tenacious: +25% health and armor (125 HP and armor), armor does not get more expensive | Prepared |
| 20 | Hollow Point Rounds: +25% damage with perk weapons and 50% less recoil | Eat Lead: +100% magazine capacity |
| 25 | ZED TIME - Tactician: full-speed reload and twice as fast weapon switching | ZED TIME - Machine Gunner: +3% damage and shoot three times as fast |
Weapons
9mm pistol
The 9mm pistol.
Every perk has one. It works very well with the Fallback skill in the first waves.
KF-BAR
The Commando's starter knife.
Very weak even with Fallback. Not recommended; use the 9mm or the AR-15 instead.
HE grenade
The Commando HE grenade.
Incredibly effective against Fleshpounds and one of the best grenades in the game. See grenades compared.
AR-15 Varmint Rifle
The tier 1 rifle.
Tier 1 gun, ideal for anything weaker than a Siren. Low damage, mediocre sight and burst mode; it does not kill a Crawler in one shot.
SA80 L85A2 (Bullpup)
The Bullpup.
A direct upgrade over the AR-15: automatic fire mode, a good sight, the same damage with a higher fire rate and a single-fire mode.
Kalashnikov AK-12
The AK-12.
Another upgrade: more damage for the same magazine size and a good burst mode. Its downside is low stability.
SCAR-H Assault Rifle
The SCAR-H.
The first tier 4 gun and a standout: the highest damage of all Commando guns, a good sight, single and auto fire, a surprisingly swift reload and good ammo efficiency. Its only downside is the default 20 round magazine.
Stoner 63A LMG
The Stoner 63A.
Before the buff it was not worth it; afterwards it is quite good. The damage bonus helps with trash cleaning and is good enough to replace the SCAR-H, especially in multiplayer.
Multi-perk weapons
Weapons from other perks that still benefit from Commando bonuses.
The M16 M203.
M16 M203 is a Demolitionist weapon, but it benefits from Commando bonuses and, after the December buff, works well on any difficulty. The bullets handle trash, and the grenade part gets the same buffs as the HE grenade, making it effective against Fleshpounds.
The HMTech-401.
HMTech-401 assault rifle is pretty good, comparable to the AK-12 with the added ability to heal teammates.
Recommended loadouts
Multiplayer build
- Weapons: SCAR-H and HMTech-401.
- Skills: High Capacity Mags, Fallback, Tenacious, Hollow Point Rounds, Machine Gunner.
- Use the HMTech-401 for trash and healing, the SCAR-H for Sirens, Husks and Bloats. When a big ZED arrives, shoot it once with the SCAR-H to get the assist and make sure the trash around it is dead; leave the big ZEDs to your team. You can swap the HMTech for the AK-12 or Stoner and it also works well solo.
Solo build
- Weapons: Stoner 63A LMG and AK-12.
- Skills: Tactical Reload, Fallback, Prepared, Hollow Point Rounds, Tactician.
- Stoner for trash, AK-12 for Sirens, Husks and Bloats. Solo, use the AK-12 for Scrakes and the HE grenades with the AK-12 for Fleshpounds. Tactical Reload and Prepared are necessary for the Stoner. The author preferred the AK-12's larger magazine over the SCAR-H, though the SCAR-H also works well after its buff.
Stoner-less solo build
- Weapons: M16 M203, SCAR-H, optionally the HMTech-101 pistol.
- Good trash clearing with both the M16 and SCAR. Use the M16 for trash, the SCAR-H for medium ZEDs and to quickly decapitate a Scrake, and HE grenades plus the M203 for Fleshpounds. Take the HMTech-101 in multiplayer so you can heal teammates, which can decide a match.
See also Commando loadouts and shot counts and off-perk Commando arsenal stats.
FAQ
- What is the Commando's role?
- Clearing trash ZEDs (Clots, Gorefasts, Crawlers, Stalkers) quickly with fast assault rifles, and revealing cloaked Stalkers.
- What is the best Commando weapon according to the guide?
- The SCAR-H, rated as having the highest damage of all Commando guns with good sights, a quick reload and ammo efficiency; its drawback is the 20 round magazine.
- Which off-perk weapons benefit from Commando bonuses?
- The M16 M203 (a Demolitionist weapon) and the HMTech-401 assault rifle, which can also heal teammates.