Commando (Killing Floor 2)
Killing Floor 2 perk | |||||
Commando | |||||
General Information | |||||
XP Objectives | |||||
• Dealing Commando weapon damage. | |||||
• Killing Stalkers with Commando weapons. | |||||
Starting Loadout | |||||
AR-15 Varmint Rifle | 9mm Pistol | ||||
KF-BAR | HE Grenade | ||||
Perk Information | |||||
Role | |||||
• Medium range. | |||||
• Front line position. | |||||
• Reveal Stalkers. | |||||
Strength | |||||
• Lots of ammo. | |||||
• High rate of fire | |||||
• Effective vs Stalkers and Crawlers. | |||||
• High grenade damage. | |||||
• ZED Time extensions. | |||||
Weakness | |||||
• Has a hard time against larger ZEDs. | |||||
• Has to reload quite often. | |||||
Target Priority | |||||
HIGH | |||||
MEDIUM | |||||
LOW | |||||
Related Achievements | |||||
PS4 Trophies | |||||
The Commando is the eyes of your squad, providing vital information to your teammates while cutting down hordes of ZEDs.
General Information
The Commando has the unique ability to make Stalkers visible to their teammates. Commandos also display the health bars above injured ZEDs, allowing them to prioritize the targets and know when a particularly dangerous ZED is on the ropes. Both these abilities have a limited range, but it increases with each level the Commando gains.
In addition to providing valuable information to their team, Commandos are the masters of assault rifles, allowing them to deal with most weaker ZEDs handily.
Commando skill choices let them focus on either being a man-of-war for the team through improved weapon handling, better damage and increased health and armor or by representing a bulletstorm-emitting machine gunner-esque type of player that delivers a ton of stopping power thanks to extended magazines and better stumbling capabilities.
Weapon List
200 |
4 |
AR-15 Varmint Rifle | ||
650 |
6 |
SA80 L85A2 Bullpup | ||
1100 |
6 |
Kalashnikov AK-12 | ||
1500 |
6 |
SCAR-H Assault Rifle | ||
1500 |
9 |
Stoner 63A LMG | ||
1500 |
7 |
HMTech-401 Assault Rifle | ||
1200 |
6 |
M16 M203 Assault Rifle | ||
--- |
--- |
9mm Pistol | ||
150 |
2 |
Dual 9mm Pistols | ||
--- |
--- |
KF-BAR | ||
40 |
--- |
HE Grenade |
Bonus Experience
Commandos receive bonus XP for killing Stalkers with on-perk weapons and also for assisting in Stalker kills by revealing them with the Call Out passive skill.
Normal |
Hard |
Suicidal |
Hell on Earth |
|
---|---|---|---|---|
Bonus Experience |
3 |
5 |
6 |
9 |
Perk Bonuses
This table represents the passive stat bonuses the Commando receives.
Perk Weapon Damage
|
max. 25%
|
( Perk weapon damage increases 1% per level )
| |
Cloaked Enemy & Health Bar Detection
|
max. 60m
|
( Range of 10m plus 2m per level )
| |
ZED Time Extension
|
max. 6 times
|
( Amount of ZED Time resets increased by 1 for every 5 levels. )
| |
Reload Speed
|
max. 10%
|
( Perk weapon reload speed increases 2% every 5 levels )
| |
+Night Vision Capability
|
|
( Night Vision Goggles for better vision in dark areas )
| |
+Call Out Cloaked ZEDs
|
|
( Allow teammates to see cloaked units )
|
Perk Skills
This table represents the active abilities the Commando has access to. You have the option of choosing one per tier.
Ammo Management
| ||||
Tactical Reload | 5
|
High Capacity Mags | ||
Increase reload speed with perk weapons. | Increase magazine capacity of perk weapons 50%. | |||
Tactics
| ||||
Fallback | 10
|
Impact Rounds | ||
Increase damage with your 9mm pistol and knife 110%, and increase weapon switching speed 50%. | Increase stumble power for perk weapons 150%. | |||
Survival
| ||||
Tenacious | 15
|
Prepared | ||
Increase total Health and Armor 25%. | Carry up to 20% more ammo for each perk weapon. | |||
Weapon Specialist
| ||||
Hollow Point Rounds | 20
|
Eat Lead | ||
Increase damage of perk weapons 25% and reduce their recoil 50%. | Increase magazine capacity of perk weapons 100%. | |||
Advanced Training
| ||||
ZED TIME - Tactician | 25
|
ZED TIME - Machine Gunner | ||
During ZED Time, you reload perk weapons at full speed and switch perk weapons twice as fast. | During ZED Time, you do 3% more damage with perk weapons and shoot 3x faster with all guns. |
Actual Stats
Eat Lead (extra mag ammo, of base value) | 100% |
Fallback (extra damage, 9mm(s) / knife) | 50% |
Fallback (weapon switch time, diminution) | -50% |
High Capacity Mags (extra mag ammo, of base value) | 50% |
Hollow Point Rounds (extra damage) | 30% |
Hollow Point Rounds (weapon recoil multiplier) | x0.5 |
Impact Rounds (stumble power multiplier) | x2.5 |
Machine Gunner (extra damage) | 3% |
Machine Gunner (resistance to slow-mo, on firing) | 50% |
Prepared (extra maximum spare ammo) | 20% |
Tactical Reload (faster reloading) | yes |
Tactician (resistance to slow-mo, on swap, adds) | +30% |
Tactician (weapon reloads resistant to slow-mo) | yes |
Tenacious (HP and armor amount multiplier) | x1.25 |
Perk Notes
- Damage modification (passive + skills): Passive bonus and Machine Gunner skill affecting on-perk weapons (including Knife) or on-perk damage types. Fallback skill affecting damage of 9mm Pistol(s) and all knives. Hollow Points skill affecting on-perk weapons (including Knife, excluding 9mm Pistol(s)). Damage ROUNDED UP.
- Passive (Nightvision): Nightvision drains battery as fast as flashlight.
- Passive (ZED Time extension): ZED Time cannot be extended by certain amount of time but instead it resets back to 3 seconds.
- Skill (Fallback): Extra damage affect all knives and 9mm Pistol(s). Weapon swap speed bonus affect equip and putdown times of all weapons making it happen 2 times faster. Extra damage example: 9mm Pistol (25 points of damage) with Fallback skill does Roundup (25 + 25x0.5) = 38 points of damage. When it comes to calculation of knife damage, this skill DOES work along the passive damage bonus and Hollow Point Rounds skill.
- Skill (Impact Rounds): Skill works only with on-perk weapons.
- Skill (Hollow Point Rounds): Despite the skill description says 25% increase in damage, it's actually 30%. Doesn't work on 9mm pistol.
- Skill (Tactician): Skill adds +30% resistance to slow-mo to weapons on top of the base 35% resistance. This makes weapon swapping ((1-0.2)x(0.35+0.3)) / ((1-0.2)x0.3) = ~2.17 times faster.
On-perk Weapons
Following weapons and damage types are associated with the Commando. They are getting damage bonuses and buffs to their attributes from the respective skills:
AssaultRifle_AK12
AssaultRifle_AR15
AssaultRifle_Bullpup
AssaultRifle_M16M203
AssaultRifle_Medic
AssaultRifle_SCAR
HEGrenade
Knife_Commando
Ballistic_AK12
Ballistic_AR15
Ballistic_Assault_Medic
Ballistic_Bullpup
Ballistic_M16M203
Ballistic_SCAR
Strategy
The Commando is a viable squad member that greatly increases overall awareness of cloaked ZEDs and also provides ZED Time extensions.
Conserve your ammo: at early waves use the advantage of the Fallback skill to one-shot small ZEDs and save yourself some rifle ammo.
Stay close to your team: keep in mind that you reveal cloaked ZEDs within a limited range - straying too far away from your team will not allow them to see the sneaky Stalkers.
Although it is recommended for the Commando to focus on killing small ZEDs, the skilled Commando can also take down Scrakes. Before engaging make sure you have both of your rifles reloaded. Use the advantage of Fallback to switch between them faster or utilize the extra stumble power of Impact Rounds to create extra space between you and the Scrake. But don't forget the most important thing - aim to the head!
The HMTech-401 Assault Rifle has its niche in the arsenal of every Commando. Not only it does as much damage as the AK-12, it also lets you heal your teammates.
The M16 Assault Rifle is quite efficient in the hands of a Commando. It gets all the damage bonuses the Commando has, and not just for bullets but also to grenades. Give it a shot!
Trivia
- According to the character's favourite weapon lines, Donovan Neal and Lt. Bill Masterson are the Commandos of the team.