KF2 Commando Perk Guide: Weapon Stats, Skills and Builds (PT)
This is a translation of a Brazilian Portuguese Commando guide from a series on all perks, written for the game version of its time. See also Commando in-depth loadouts and shot counts.
Role
Commandos are the team's eyes thanks to their unique ability to reveal cloaked ZEDs to teammates, and they can see enemy health, which tells the team which ZED to prioritize and is useful during Zed Time. Both have limited range. They are assault-rifle specialists, making small ZEDs easy to kill. Skill choices let players focus on better weapon handling, damage and more health and armor, or on more ammo and stopping power through extended magazines and more stumble power.
XP bonus
Commandos get XP for any kill with perk weapons and a bonus for kills or kill assists on Stalkers revealed with Call Out.
| Normal | Hard | Suicidal | Hell on Earth |
|---|---|---|---|
| 3 | 5 | 6 | 9 |
Passives
- Perk weapon damage +1% per level (25% at 25).
- Reveal range for cloaked ZEDs and health: 10 m plus 2 m per level (60 m at 25).
- Zed Time extensions +1 every 5 levels (6 at 25).
- Reload speed +2% every 5 levels (10% at 25).
- Weapon recoil -2% per level (50% at 25).
- Night vision.
- Reveals cloaked ZEDs to the team.
Skills
| Level | Left | Right |
|---|---|---|
| 5 | Tactical Reload: faster perk weapon reload | High Capacity Mags: +50% magazine size |
| 10 | Fallback: +85% 9mm and knife damage, +50% weapon switch speed | Impact Rounds: +150% stumble power |
| 15 | Tenacious: +25% health and armor | Prepared: carry up to 20% more ammo per perk weapon |
| 20 | Hollow Point Rounds: +30% damage | Eat Lead: +100% magazine size |
| 25 | Tactician: in Zed Time reload at max speed and switch weapons twice as fast | Machine Gunner: in Zed Time +3% damage and fire three times faster with all weapons |
Weapons
Starting gear
AR-15 Varmint Rifle.
AR-15 Varmint Rifle. Weight 4, price 200, damage 30, bash 24, magazine 20, total ammo 240. Upgrades 500 / 600 / 700 / 1500 for x1.2 / x1.4 / x1.8 / x2.0 (+1 to +4 weight). A headshot decapitates weak ZEDs (Stalker, Crawler, Clots and variants). Use single-shot mode to save ammo.
KF-BAR knife and Nail Bomb.
KF-BAR. Light attack 32, heavy 64, bash 15, damage reduction 20% (block and parry); horizontal attacks do 50-75% of base depending on angle.
Nail Bomb. A simple high-explosive hand grenade that also hurts humans. Damage 300, radius 6.5 m, exponential (power of 2) falloff, activation time 1 s.
9mm Pistol.
9mm Pistol (single / dual). Weight 0 / 2, price 0 / 150, damage 25, magazine 15 / 30, total ammo 75 / 60. Upgrades up to x2 (200 / 500 / 600 / 700 / 1500). Headshots decapitate Clots, Slashers, Cysts, Stalkers and Crawlers; weak against everything else. Used by Gunslinger, Swat or Commando with the right skills it stays viable in later waves.
Weapons by tier
| Tier | Weapon | Weight | Price | Damage | Magazine / total ammo | Notes |
|---|---|---|---|---|---|---|
| 2 | SA80 L85A2 Bullpup | 5 | 650 | 32 | 30 / 270 | Upgrades 600 / 700 / 1500 for x1.3 / x1.65 / x1.85; use single-shot to save ammo |
| 3 | Kalashnikov AK-12 | 6 | 1100 | 40 | 30 / 300 | Upgrades 700 / 1500 for x1.15 / x1.3; one headshot decapitates Gorefast and weak ZEDs; three headshots kill a Bloat; burst mode raises fire rate from 600 to 1000 rpm, useful against Husks and Sirens |
| 3 | MKB.42(H) | 7 | 1100 | 50 | 30 / 270 | Upgrades 700 / 1500 for x1.2 (60) / x1.4 (70); a bit more DPS than the AK-12 in full auto, but worse aim and costly ammo |
| 3 | FAMAS Masterkey | 6 | 1200 | 35 rifle; 30 x 7 pellets shotgun | 30 / 240 rifle; 6 / 36 shotgun | Upgrades 700 / 1500 for x1.125 / x1.25; 3-round burst, automatic shotgun mode, Support penetration bonuses apply |
| 3 | Sentinel | 3 | 500 | 10 | 150 / 450 | Hovering drone attacking ZEDs on its own; explosion 200 (radius 3 m) when out of ammo; cannot be damaged and does not attract ZEDs; gets Commando bonuses except magazine size; upgrades 700 / 1500 for x1.15 / x1.3 |
| 4 | SCAR-H | 6 | 1500 | 55 | 20 / 340 | Upgrade 1500 for x1.22; two body shots kill Stalkers and Clots, four a Gorefast, one a Crawler; use semi-auto at range because of recoil |
| 4 | Stoner 63A LMG | 9 | 1500 | 30 | 75 / 500 | Upgrade 1500 for x1.27; three reload types (more than 13 rounds left, 1-13 left, empty) |
| 5 | Minigun | 10 | 2000 | 35 | 90 / 540 | No upgrades; you walk 20% slower while spinning and at 40% of normal walk speed while firing |
SA80, the standard British army rifle before the "Army was eaten".
Kalashnikov AK-12.
MKB.42(H) carbine: show your inner Hans.
FAMAS Masterkey, assault rifle and shotgun in one.
Sentinel drone.
SCAR-H assault rifle.
Stoner 63A LMG.
Minigun.
Multiperk weapons
| Weapon | Weight | Price | Damage | Magazine / total ammo | Notes |
|---|---|---|---|---|---|
| HMTech-401 Assault Rifle | 7 | 1500 | 35 | 40 / 400 | Heals 15 per dart, uses 30% of ammo per dart, full recharge 10 s; upgrade 1500 for x1.15 and x0.9 recharge time |
| M16 M203 | 6 | 1200 | bullet 33; direct grenade impact 230; explosion 230 | 30 (1 grenade) / 270 (13 grenades) | Explosion radius 5 m, linear falloff; upgrades 700 / 1500 for x1.2 / x1.4; Demolitionist gets no bonus for the bullets but Commando skills affect both; grenade needs 3.87 m to explode, speed 50 m/s, gravity applies; same damage as the M79 with 41% smaller radius |
| HMTech-501 Grenade Rifle | 8 | 2000 | 47; grenade impact 50; gas cloud 60 for 8 s | 30 (1) / 270 (10) | Heals 10 per hit, 8 total; gets Demolitionist bonus for grenade impact and Commando bonus for ballistic; the only Medic weapon without infinite healing; heals twice as much as regular grenades |
| FN FAL ACOG | 8 | 1500 | 70 | 20 / 160 | Upgrade 1500 for x1.15 (80); gets Commando bonuses |
| Tommy Gun | 6 | 650 | 30 | 50 / 250 | Upgrades 600 / 700 / 1500 for x1.2 / x1.4 / x1.6; reloading with rounds left is faster than from empty |
HMTech-401 assault rifle.
M16 M203.
HMTech-501 grenade rifle.
FN FAL ACOG.
Tommy Gun.
For every perk weapon, recoil depends on posture and movement: crouching and aiming gives the least.
General strategy
- The Commando is viable because of revealing cloaked ZEDs and extending Zed Time.
- Save ammo: in early waves use Fallback to kill weak ZEDs with the knife and pistol.
- Stay close to your team; you reveal cloaked ZEDs for them.
- The medic rifle is useful if your team has no Medic: as much damage as the AK-12, plus healing.
- The M16 is very efficient in a Commando's hands because it receives all damage bonuses, for both bullets and grenades.
- In solo or without a heavy-damage class, a Commando can take down a Scrake without taking damage: carry two rifles, reload both, use Fallback to swap quickly and always shoot the head. With a heavy-damage class on the team, just assist.
Builds
Solo: 5 left, 10 left, 15 left, 20 left, 25 left. You need more reload speed, stopping power, damage and extra health and armor. Use grenades on Fleshpounds and the Scrake technique above; the M16 makes Fleshpounds easy.
Co-op: 5 right, 10 left, 15 right, 20 left, 25 optional (it depends on your weapons and Zed Time style, but generally you get more ammo and damage).
These are only some common builds; test your own combinations.
FAQ
- What is the Commando's unique role?
- Revealing cloaked ZEDs (Stalkers) to the whole team and showing enemy health, so the team knows which ZED to prioritize. Both abilities have limited range.
- How far does Commando reveal ZEDs?
- Range starts at 10 m plus 2 m per level, reaching 60 m at level 25.
- How can a Commando kill a Scrake solo?
- Carry two rifles, reload both, use Fallback to switch quickly and shoot the head, so you can kill it without taking damage.