KF2 Commando Perk Guide (Early Build)
A short Russian guide to the rifleman perk, translated. The author warns that updates have made it outdated, so treat it as a snapshot of the early Killing Floor 2. More recent material: Commando guide with Zed time loadouts and the Commando perk page.
The Commando perk.
Role in a team
The Commando is more useful in a team than alone. The author's ideal team is two Berserkers, two Medics, a Commando and one of Demolitionist, Firebug or Support. The Commando stands at the front behind the Berserker or in the middle between Support and the rear players.
Cons:
- slow movement;
- poor in close combat;
- low damage compared with Berserker, Demolitionist and Firebug;
- uses ammo faster than almost everyone except Firebug and Demolitionist;
- needs high accuracy or you will run out of ammo and have to pick Backup (if you cannot aim, play another class).
Pros:
- long range;
- sees cloaked enemies and helps the team see them (important against the Patriarch);
- extends Zed time so the team can use level 25 skills fully;
- sees enemy health so the team does not run from a Fleshpound or Scrake with a couple of shots left;
- health grows with level regardless of skill choices.
Talents
| Tier | Left | Right | Author's pick |
|---|---|---|---|
| Large Mags / Backup | magazine +50% | knife and pistol damage +60% | Left: fewer reloads; if you run dry, run and find ammo rather than shoot the pistol for ages. Take the right only when cornered |
| Impact / Tactical Reload | 30% chance to stun | reload about 20% faster | Right: it always works while the left is only a chance |
| Leadership / Call Out | team reload 10% faster | team sees cloaked enemies like you and gets bonus XP | Right: 10% on reloads is unnoticeable, but seeing Stalkers and the Patriarch matters |
| Single Fire / Autofire | single shot damage +20% | burst damage +20% | Personal taste. The author uses the SA80 for single head shots on trash and the right talent with bursts from the SCAR-H on large Zeds |
| Rapid Fire / Professional | damage +3% and fire rate x3 | reload and weapon swap without the 20% slowdown | Left: Zed time is short and you need the most from it; you can even shoot off a big Zed's head even without the Berserker's grenades |
Weapons
Commando weapon damage rises only slightly with level and fire rates are roughly similar, but sights and magazine size differ a lot.
- AR-15 Varmint Rifle: level 1, nearly useless unless nothing else is available; single and 3-round fire.
- SA80 L85A2 Bullpup: level 2, nothing is better against small Zeds; single and burst; the fastest firing weapon after the HMTech-201 SMG.
- Kalashnikov AK-12: level 3, average; the author skips it because of low ammo and its 3-round fire instead of single shots, plus bursts.
- SCAR-H Assault Rifle: level 4, no drawbacks except the small magazine; single and burst.
Tactics
Simple: shoot heads, save ammo and do not rush in, because the Commando has no damage resistance. You specialize in single targets. Save the ammo of stronger classes (Demolitionist, Firebug and so on) so they can destroy groups while you finish off the stragglers.
FAQ
- Which talents does the author recommend for Commando?
- Large Mags, Tactical Reload, Call Out and Rapid Fire; at tier 4 it depends on your style: Single Fire for single shots, Autofire for bursts.
- Is this guide current?
- No. The author warns it is outdated after game updates, so read it as a snapshot of an early build.