Perks & Classes

KF2 Commando Guide: Semi-Auto, Zed Time and Two Builds

This guide, updated by its Steam author in September 2023, describes how one player runs the Commando perk: clean up trash ZEDs with semi-auto fire, keep Zed Time going for the team, and leave large ZEDs to others. It offers two builds, a trash-focused one and an alternate that is better at taking down large ZEDs and bosses. For general perk data see Commando perk and the Commando guide with Zed Time loadouts and shot counts.

Build 1: trash ZED control

Perk skill selection for the main build. Perk skill selection for the main build.

Skill choices and reasoning:

  • Tactical Reload: the safe pick; faster reloads, easy to use and especially good in small rooms. High Capacity Mags is also good but demands more skill.
  • Fallback: the best pick of its row. It greatly strengthens the 9mm pistol and knife and gives fast weapon switching.
  • Impact Rounds helps against large ZEDs, but this build ignores them, so skip it.
  • Tenacious: reliable for survival when large ZEDs catch you. Prepared (extra ammo) is useful, but Tenacious keeps you from going down too fast.
  • Eat Lead: more ammo, so you can kill more ZEDs before reloading. Hollow Point Rounds kills faster but needs more careful ammo use.
  • Zed Time skill: Machine Gunner pairs with Eat Lead, lets you fire fast and extends Zed Time more easily. Tactician is a decent defensive choice, but Machine Gunner helps the team more, especially level 25 teammates using their Zed Time abilities.

Loadout

Weapon loadout for the main build. Weapon loadout for the main build.

  • SCAR-H: a must for its firepower. Use semi-auto on weaker ZEDs (2-3 body shots, 1 headshot) and full auto only against Quarter Pounds, EDARs, Scrakes and Fleshpounds, or bosses.
  • HMTech-401 assault rifle: the best choice for ammo pool and team survival. A large magazine kills plenty of trash during Machine Gunner Zed Time and lets you heal teammates.
  • Fully upgraded 9mm pistol: a very reliable backup, so during Zed Time you can switch quickly when reloading or out of rifle ammo and keep extending the time.
  • Optional: HMTech-101 pistol for healing (the author thinks you are better off without it if you use the medic rifle); upgrading the SCAR-H and the medic rifle for more firepower; dual 9mm (a single one is enough); Stoner 63 in place of the medic rifle for more ammo and damage but less healing; FN FAL ACOG in its place for high damage (it can stun Scrakes with enough headshots) but low ammo.

Tips

  • Focus on trash ZEDs. In Zed Time, kill every weak ZED you can, since each kill extends it.
  • Use semi-auto on any gun that allows it (secondary fire switches mode). Do not attack large ZEDs unless you must; let the team handle them. Headshots save ammo and speed up kills, and thrifty shooting also saves dosh.
  • Update note: if you can control your shots, full auto is fine for one-tap headshots; if you cannot land headshots, go back to semi-auto and practice.
  • Weapon path: start with the Varmint Rifle, keep it a while and buy a Bullpup, then use saved ammo and dosh to reach a SCAR and a medic assault rifle.
  • Use full auto only for ZEDs with big health pools and for bosses, where you will always have enough ammo.
  • Teammates should not steal the Commando's trash kills, since those feed Zed Time. Tell SWAT and Firebug players to stand away from you or target large ZEDs instead.
  • Hold the flashlight button for night vision. Grenades help against hordes but avoid enraging large ZEDs. Commando can see cloaked enemies, and nearby teammates see them too.

Build 2: alternate loadout for large ZEDs

Skills for the alternate build. Skills for the alternate build.

  • High Capacity Mag (+50 percent magazine): more shots, but demands strict headshots.
  • Fallback: still strong when you run out of ammo.
  • Impact Rounds: makes large ZEDs easier, but you must land headshots or fall back on the weak 9mm.
  • Tenacious for survival; Prepared is nearly as good if ammo is the issue.
  • Hollow Point Rounds instead of Eat Lead: more damage, quicker headshot kills, large ZEDs especially. Be strict with shots.
  • Zed Time: Machine Gunner, since offense extends Zed Time more than Tactician's defensive reload and switch.

Weapon loadout for the alternate build. Weapon loadout for the alternate build.

  • FN FAL ACOG: high power that can stun large ZEDs; aim for headshots, because ammo is scarce.
  • HMTech-401: weaker but with a bigger ammo pool and healing; Hollow Point Rounds make up some of the damage.
  • SCAR-H as a replacement for either: swap it for the HMTech-401 for more firepower, or for the FN FAL for more ammo. An update note recommends the SCAR-H over the FAL unless you know the FAL very well.

This build is more demanding but has bigger rewards. Use full auto on large ZEDs, semi-auto if your precision is poor. It also works on bosses; aim at weak points.

Conclusion

The author argues that Commando is simpler than it looks: use semi-auto, prioritize trash ZEDs, and spend ammo wisely so you can afford better weapons. You only need one Commando per team, since one is enough to keep Zed Time going.