Killing Floor 2

Killing Floor 2

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Goodtryteam Nov 14, 2016 @ 5:53pm
Tips for commando perks
I have recently began playing the commando and am currently level 5. The perk skills are rather interesting and both skills at each level are equally enticing. I would like to ask for any pro commandos out there willing to give me recommendations as to perk skill builds and the reasons behind them.

Personally, i would pick
1) High capacity mag
I find the commando weapons such as scar boasting a small mag size of 20 ammo and feel that the 50% increase in mag size is better over increased reload speeds. 50% increased ammo provides additional 15 ammo per mag for the bullpup and ak, and additional 10 ammo per mag for the ar and scar. Bigger mags means less number of reloads needed and more bullets to chain zed time.

2) Fallback over impact rounds. I feel that stumbling zeds makes it hard to go for headshots so i do not take impact rounds.

3) Tenacious. Survivability in higher difficulties

4) Hollow point rounds. I feel that the increased damage and reduced recoil is much better than additional mag size. 50% increased mag size is good enough from level 5 perks.

5) Zed time machine gunner. I feel that the other perk is relatively useless

Do correct me if i am wrong and please provide reasonings. Appreciate all the tips from any main commando. Thank you. I am quite certain hollow point rounds is a must. However the other 4 skills i am not quite sure.
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Showing 1-15 of 24 comments
CursedPanther Nov 14, 2016 @ 8:03pm 
I already have my Commando at lvl25 so the experience will vary a bit. I always take reload speed boost becuz no matter how big your mag is you'll run outta bullets faster than you imagine on the higher difficulties. On lower difficulty you can leisurely kite the zeds around.

Just go with what you find best suit you at the moment. Once you've stack up on some passive boost with the level you can feel the changes you need to make.
Last edited by CursedPanther; Nov 14, 2016 @ 8:04pm
Johnson (Banned) Nov 14, 2016 @ 8:06pm 


Originally posted by UrsusDeus:
I have recently began playing the commando and am currently level 5. The perk skills are rather interesting and both skills at each level are equally enticing. I would like to ask for any pro commandos out there willing to give me recommendations as to perk skill builds and the reasons behind them.

Personally, i would pick
1) High capacity mag
I find the commando weapons such as scar boasting a small mag size of 20 ammo and feel that the 50% increase in mag size is better over increased reload speeds. 50% increased ammo provides additional 15 ammo per mag for the bullpup and ak, and additional 10 ammo per mag for the ar and scar. Bigger mags means less number of reloads needed and more bullets to chain zed time.

2) Fallback over impact rounds. I feel that stumbling zeds makes it hard to go for headshots so i do not take impact rounds.

3) Tenacious. Survivability in higher difficulties

4) Hollow point rounds. I feel that the increased damage and reduced recoil is much better than additional mag size. 50% increased mag size is good enough from level 5 perks.

5) Zed time machine gunner. I feel that the other perk is relatively useless

Do correct me if i am wrong and please provide reasonings. Appreciate all the tips from any main commando. Thank you. I am quite certain hollow point rounds is a must. However the other 4 skills i am not quite sure.
http://steamcommunity.com/sharedfiles/filedetails/?id=720037767
Rascal (Banned) Nov 14, 2016 @ 8:25pm 
Originally posted by Johnson:
Originally posted by UrsusDeus:
I have recently began playing the commando and am currently level 5. The perk skills are rather interesting and both skills at each level are equally enticing. I would like to ask for any pro commandos out there willing to give me recommendations as to perk skill builds and the reasons behind them.

Personally, i would pick
1) High capacity mag
I find the commando weapons such as scar boasting a small mag size of 20 ammo and feel that the 50% increase in mag size is better over increased reload speeds. 50% increased ammo provides additional 15 ammo per mag for the bullpup and ak, and additional 10 ammo per mag for the ar and scar. Bigger mags means less number of reloads needed and more bullets to chain zed time.

2) Fallback over impact rounds. I feel that stumbling zeds makes it hard to go for headshots so i do not take impact rounds.

3) Tenacious. Survivability in higher difficulties

4) Hollow point rounds. I feel that the increased damage and reduced recoil is much better than additional mag size. 50% increased mag size is good enough from level 5 perks.

5) Zed time machine gunner. I feel that the other perk is relatively useless

Do correct me if i am wrong and please provide reasonings. Appreciate all the tips from any main commando. Thank you. I am quite certain hollow point rounds is a must. However the other 4 skills i am not quite sure.
http://steamcommunity.com/sharedfiles/filedetails/?id=720037767
Or you can just git gud.
Last edited by Rascal; Nov 14, 2016 @ 8:27pm
Johnson (Banned) Nov 14, 2016 @ 8:41pm 
Originally posted by MeanDoreen:
Originally posted by Johnson:
http://steamcommunity.com/sharedfiles/filedetails/?id=720037767
Or you can just git gud.
a good advice why don't use it
High mag for lvl5. Reload dont matter to me.

Pistol dmg and quick switch for 10 so you can quickly switch to another gun during zed time if mag runs out.

Tenacious 15, you wont need ammo if you use dual pistol, scar, ak.

Hollow point rounds 20, the dmg and recoil feels pretty amazing.

And machine gunner for 25, so you have less chances to miss during zed time and just keep on going. Also have a great chance of killing a scrake yourself if at least donr 50% damage to the head.

Pro tip: Just switch your weapon during zed time time, dont reload unless theres nothing to kill.

Commando is by far my favorite.

Also just keep looking around any time given, theres always some backstabber that commando can just ♥♥♥♥ up for good.
Last edited by VHS porn for the people; Nov 14, 2016 @ 9:04pm
Goodtryteam Nov 14, 2016 @ 9:27pm 
Originally posted by MeanDoreen:
Originally posted by Johnson:
http://steamcommunity.com/sharedfiles/filedetails/?id=720037767
Or you can just git gud.

I dont get it. Why would i need the crosshair when i am asking about advice regarding perk assignment. And how does that have anything about "gittinggud"

I can assure you i dont need to gitgud anymore since i have beaten every map and if you dont have anything constructive to say kindly go somewhere else

Good thing i didnt need 800 hours to beat the hardest mode in the game
Last edited by Goodtryteam; Nov 14, 2016 @ 9:30pm
Goodtryteam Nov 14, 2016 @ 9:28pm 
Originally posted by JM:
High mag for lvl5. Reload dont matter to me.

Pistol dmg and quick switch for 10 so you can quickly switch to another gun during zed time if mag runs out.

Tenacious 15, you wont need ammo if you use dual pistol, scar, ak.

Hollow point rounds 20, the dmg and recoil feels pretty amazing.

And machine gunner for 25, so you have less chances to miss during zed time and just keep on going. Also have a great chance of killing a scrake yourself if at least donr 50% damage to the head.

Pro tip: Just switch your weapon during zed time time, dont reload unless theres nothing to kill.

Commando is by far my favorite.

Also just keep looking around any time given, theres always some backstabber that commando can just ♥♥♥♥ up for good.
Thanks for the constructive advice. At least someone isnt a complete moron that just waits to ♥♥♥♥ on someone else on the forums
Johnson (Banned) Nov 14, 2016 @ 10:12pm 
Originally posted by UrsusDeus:
Originally posted by MeanDoreen:
Or you can just git gud.

I dont get it. Why would i need the crosshair when i am asking about advice regarding perk assignment. And how does that have anything about "gittinggud"

I can assure you i dont need to gitgud anymore since i have beaten every map and if you dont have anything constructive to say kindly go somewhere else

Good thing i didnt need 800 hours to beat the hardest mode in the game
This is really my tips for commando
Rascal (Banned) Nov 14, 2016 @ 10:22pm 
Originally posted by UrsusDeus:
Originally posted by MeanDoreen:
Or you can just git gud.

I dont get it. Why would i need the crosshair when i am asking about advice regarding perk assignment. And how does that have anything about "gittinggud"

I can assure you i dont need to gitgud anymore since i have beaten every map and if you dont have anything constructive to say kindly go somewhere else

Good thing i didnt need 800 hours to beat the hardest mode in the game
Wasn't directing that comment at you and I'm not quite sure what you're refering to but I don't see a problem with playing 800+ hours on a game.

If you want tips on something I can pretty much say that you should power level to 25 on HoE and play around with the skill set to see what works best for you. I basically choose the same loadout you've chosen above minus tenacious.
leichenteil Nov 14, 2016 @ 10:56pm 
Skills depend on wave and difficulty.
For example I always use fallback till wave 3 or so.
After it stumble is more useful cause there are scs and fps around which might get accidentally raged on you.

Generally I think left tree of com is more useful on early waves when cash isn't plenty.
When I have Scar+Ak I usually go full right tree these days.
Both guns decap trash, including gorefasts, with a headshot without hollow point rounds.
The higher recoil does not really matter for me, it is very manageable.
What does matter though is having a scar with a 50 round mag and an Ak with 75 rounds.
This allows to clear large crowds of trash as good as Swat or Firebug and to spray down scrakes and finish fps easier too when needed.

Right tree of com is still going for consistent headshots, but you get the opportunity to spam as well.

On sui/hoe you are better of switching skills during the match.
benji2290 Nov 14, 2016 @ 11:57pm 
Originally posted by JM:
High mag for lvl5. Reload dont matter to me.

Pistol dmg and quick switch for 10 so you can quickly switch to another gun during zed time if mag runs out.

Tenacious 15, you wont need ammo if you use dual pistol, scar, ak.

Hollow point rounds 20, the dmg and recoil feels pretty amazing.

And machine gunner for 25, so you have less chances to miss during zed time and just keep on going. Also have a great chance of killing a scrake yourself if at least donr 50% damage to the head.

Pro tip: Just switch your weapon during zed time time, dont reload unless theres nothing to kill.

Commando is by far my favorite.

Also just keep looking around any time given, theres always some backstabber that commando can just ♥♥♥♥ up for good.

+1 this is exactly what I use.

Sometimes I'll take fast reload for the first couple waves until I have all my guns. Also I recommend the extra ammo at lvl 15 for people who are new and don't have decent aim yet, but once you get good you won't need the extra ammo.
Last edited by benji2290; Nov 14, 2016 @ 11:58pm
Goodtryteam Nov 15, 2016 @ 6:53am 
Thank you for all your help and feedback. I am sorry if i offended anyone
Last edited by Goodtryteam; Nov 15, 2016 @ 6:55am
Rodrigo Nov 15, 2016 @ 7:07am 
Originally posted by UrsusDeus:
I have recently began playing the commando and am currently level 5. The perk skills are rather interesting and both skills at each level are equally enticing. I would like to ask for any pro commandos out there willing to give me recommendations as to perk skill builds and the reasons behind them.

Personally, i would pick
1) High capacity mag
I find the commando weapons such as scar boasting a small mag size of 20 ammo and feel that the 50% increase in mag size is better over increased reload speeds. 50% increased ammo provides additional 15 ammo per mag for the bullpup and ak, and additional 10 ammo per mag for the ar and scar. Bigger mags means less number of reloads needed and more bullets to chain zed time.

2) Fallback over impact rounds. I feel that stumbling zeds makes it hard to go for headshots so i do not take impact rounds.

3) Tenacious. Survivability in higher difficulties

4) Hollow point rounds. I feel that the increased damage and reduced recoil is much better than additional mag size. 50% increased mag size is good enough from level 5 perks.

5) Zed time machine gunner. I feel that the other perk is relatively useless

Do correct me if i am wrong and please provide reasonings. Appreciate all the tips from any main commando. Thank you. I am quite certain hollow point rounds is a must. However the other 4 skills i am not quite sure.


Hi mate,
I asked a relatively similar question few weeks ago, and a bunch of people gave me good advices concerning the Commando skills !
http://steamcommunity.com/app/232090/discussions/0/282992646969337863/
Goodtryteam Nov 15, 2016 @ 7:24am 
Originally posted by Rodrigo:

Hi mate,
I asked a relatively similar question few weeks ago, and a bunch of people gave me good advices concerning the Commando skills !
http://steamcommunity.com/app/232090/discussions/0/282992646969337863/

Hello, thanks for the tip
Creepy Nov 15, 2016 @ 10:28am 
I got an idea for commando perk = Remove it
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Date Posted: Nov 14, 2016 @ 5:53pm
Posts: 24