The world of Killing Floor 2 is fast-paced, exciting, and inexplicably gory — all things fans pined over in the original. While it’s true that KF2 does feel like it’s just more of the same, there are some key changes to the game’s mechanics that make a few general strategies no longer viable. This guide is tailored to help you adapt to the changes made specifically to the Commando perk so you can jump in and pop heads with confidence.
If you envision yourself as John Rambo in every first person shooter you play then the commando perk is probably the perk for you. Commandos specialize in taking down zeds with a lot of high powered, automatic weaponry. Unlike other classes, Commandos have large magazine clips that keep them going for longer periods of time and subscribe to the “quantity over quality” mantra. This, of course, means that the class has less stopping power. So, in order to stay effective you’ll need to learn how to prioritize headshots over blindly spraying bullets everywhere.
The Commando is best utilized as a tool for crowd control. It’s pretty much the same role the perk has always served, but since the demo and marksman perks aren’t available the big guys are now left to the berserker and support classes.
The idea is that when two Scrakes and a Fleshpounds show up your team isn’t currently being overwhelmed by a horde of zed. It’s a goal easily obtainable with well placed shots, communication, and a few class perks the Commando shares with its team.
KF2 tends to not have as many trash zeds and have elected to have stronger zeds make more frequent appearances. So, things can seem pretty lax at times, but don’t let your guard down. The new balance means situations get hectic in different ways than they did before. When you can have two Scrakes and two Fleshpounds pop up at the same time as a horde of zed, things tend to get wildly out of control at unpredictable times. Make sure you’ve got a happy trigger finger and ignore the bigger guys so your teammates can focus on them instead.
As of right now there really aren’t that many alternative weapons for any of the classes. The best loadout is pretty cut and dry, but more experienced players are encouraged to explore different options.
HMTech-101 Pistol
This is a pistol that isn’t just great for the field medic or commando perk, it should be the everyday carry of every perk. Why? It’s 200 dosh, it allows you to heal teammates from afar, and it’s only one weight. It also manages to put out an extra 5 damage per shot making it an obvious upgrade when things get really dire.
Kalashnikov AK12
The AK feels like a true heavy weapon. It’s got a decent amount of kick back, but firing in short bursts makes it easy to manage. It has a larger magazine than the SCAR but also does 15 less damage. Picking this up before the SCAR is based on preference. If you find the Bullpup just isn’t getting work done anymore then go ahead and upgrade early.
SCAR-H Assault Rifle
The SCAR is the Commando’s strongest weapon in its arsenal. It’s got a small clip but does 50 damage. Putting 80% of the clip right between a Scrake’s eyes is enough to bring down the beast, but it really excels at quickly taking down hordes of weaker zeds. Learning the SCAR revolves around finding the gun’s rhythm because it has considerable kick back. Don’t be afraid to switch to single fire mode here.
I’ll be honest, the class perks are a bit broken. I don’t mean that they’re overpowered, I mean that there is pretty much one obvious and clear winner for every tier. Hopefully we’ll see some kind of revision to this in the future, but these are the perks to grab as of now:
Remember, Killing Floor 2 is a team based effort and you literally cannot succeed in higher difficulties on your own. So, be a team player, know your role, and have a blast.