Killing Floor 2

Killing Floor 2

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Dokusz Jul 27, 2019 @ 8:42am
Your Commando loadout of choice?
After 200 hours i've finally played as a commando again and my loadout was the Scar with Ak-12 but i felt like there is more potential.
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Showing 1-15 of 27 comments
HiTmAn Jul 27, 2019 @ 8:47am 
i am never been fun of ak i like scar more...and rpg
Dokusz Jul 27, 2019 @ 8:49am 
Originally posted by HiTmAn:
i am never been fun of ak i like scar more...and rpg
The Ak felt weak. But RPG in a Commando loadout?
Wurmfood Jul 27, 2019 @ 8:51am 
M-16 + Medic assault rifle works best for me.
Littlefoot Jul 27, 2019 @ 8:52am 
AK-12 and the Medic AR.
ArkAngel Jul 27, 2019 @ 9:16am 
My end-game loadout is the FN-FAL + HMTECH-401. I used to run the AK-12 before the FAL came in, and I still have a soft spot for it, but the FAL deletes big zeds like nobodies business.

Skills, I go RRLLL (High Cap, Impact, Tenacious, HPR, Machine Gunner)

I usually run fallback and use my pistol as much as possible wave 2, and my AR-15 wave 2. Unless I'm doing HoE which means I'm not running fallback and I use my AR-15 from the start.

Since 3 waves isn't enough for 1500 wonga unless you're on HoE, I grab the Tommy Gun to help with the trash. As soon as I can afford it I buy the 401, and then grab the FAL as soon as I can.

The 401 deals with all trash admirably, and has an easy peasy scrake takedown. The FAL is for when you need to snipe far-away target, and when you need to delete QP's and FP's.

Depending on your team set-up, you might not even need the FAL. When there's a SS and GS deleting big zeds for you, with a support ready to help, the FAL is overkill, and I'll grab the AK or the SCAR with the 401.
Seraph Jul 27, 2019 @ 9:31am 
Hm-Tech 401 and the M16 M203
Sterling Jul 27, 2019 @ 9:41am 
Stoner and Tommy Gun.
Rewire Jul 27, 2019 @ 9:53am 
SCAR + FAL + Medpistol for me. I also upgrade the 9mm Beretta to T5 after all this. Never underestimate the Beretta sidearm.
Last edited by Rewire; Jul 27, 2019 @ 9:54am
Dokusz Jul 27, 2019 @ 9:54am 
Aight thanks for ur responds fellas
A_COOC Jul 27, 2019 @ 9:57am 
(I apologize if I'm running you through anything you're already aware of since I see you have 694 hours ingame at the time of posting)

To play Commando I'll spawn in as SWAT with Heavy Armour Training, Close Combat Training, Ammo Vest, Assault Armour and Rapid Assault (well I would if my Swat was 25, right now it's 19)

After the first wave I'll then switch to Commando with the following skills: Tactical Reload, Fallback,Tenacious, Hallow Point Rounds and Machine Gunner for skills.

During Trader Time before the second wave I'll sell the MP7 and second pistol I spawn with. Then I'll buy the Bullpup on the second wave (I wanna experiment with the Tommy Gun since it seems manageable with Hollow Points, comes with more ammo than the Bullpup and is cheaper per-bullet for the first additional magazine of ammo if I feel the need to buy it) Afterwards on the 3rd wave I'll sell the Bullpup and buy the HM-Tech 401 Assault Rifle on wave 3 with a bit of dosh given to me for ammo or to make up the bit I'm lacking. (Assuming they don't pile all in and let me buy the medic rifle on wave 2) I'll then switch to Impact Rounds and use the Medic Assault Rifle until I can afford an FN-FAL ACOG. (Make sure it's on full auto, it can decap Fleshpounds in one mag, even in higher player HOE games if all the bullets hit the head.)

Afterwards I'll fill my items to what I require and give the rest of my dosh to whoever needs it for the rest of the game. Though that probably won't be long at the point I've obtained it. At this point I'll switch back to Fallback for the bonus 50% weapon swap speed. Since switching off the FN-FAL in the chance I'm currently on it to my medic rifle that bit faster is more likely to save someone than a clutch stumble with Impact Rounds, especially if my team has no Field Medic.

I will further outline my choices if required.

THIS PART IS NOT REQUIRED TO UNDERSTAND THE META BUILD AND SUCH I'VE ALREADY OUTLINED, BUT I FEEL IS ALSO VERY HELPFUL (sorry for the caps, just wanna make sure that comes across when people look at this massive wall of text I've made)

I forgot to add some additional information since admittedly I was in a bit of a rush to type this out. During trader time assuming I'm in a situation in which I have no or almost no armour I'll switch of Tenacious to Prepared before buying any weapons or ammo. This way I'll get more starting ammo on my weapon and when purchasing ammo my costs will be slightly increased (1-3 dosh per mag) but the amount of additional bullets I'll get out of per-mag is enough to make it a net gain, on top of the additional free ones.

Then I'll switch back to Tenacious and Fill my armour and let teammates heal me back up to 125. (I'm unsure if them healing me in this way will still grant them dosh for healing, but it's a nice touch) Also NOTE, if you exceed the ammo cap that you wouldn't be able to go over without Prepared. You will lose the additional magazine(s) of ammo. This can be prevented by dropping the weapon on the ground and THEN picking it back up after having switched off the perk.

In such a situation where my team has an overwhelming amount of healer (a Field Medic and multiple other perks who have also bought healing items) and I feel they're confident enough to keep everyone alive. I'll consider picking up a Carbine or SCAR over the Medic Rifle. Having the medic darts is simply a bonus and the Medic Assault Rifle even without it would still be godly on Commando (but not worth wave 2 rushing with dosh from your mates) if I genuinely decide a SCAR is needed I will switch off Tactical Reload to High Capacity Magazines and onto Impact Rounds and always reload before I hit zero ammo in a mag to ensure a faster reload, though you should be doing this regardless on pretty much every weapons.

If I do pick up the SCAR I will still continue to purchase an FN-FAL ACOG. At this point I will also continue to give my team money until the boss wave, in which I'll buy a Medic Pistol and upgrade it once and switch back to Fallback unless my medic for some reason decides to buy a Hemogoblin since it reduces affliction resistence and genuinely believe my team will do great and can handle not having the bonus healing. Though that might not be the case if my Field Medic bought a Hemo. But at the very least it heals 20 per dart instead of 15, even more with the Medic's passive increase to healing (like 29 per dart)

Also the first Medic Pistol upgrade does not incur an increase to weight. And upgrading med weapons also increases their dart recharge rate, so ALWAYS carry one on the boss wave, if not sooner if your perk can afford the one weight to actually carry the pistol and you have some left over dosh.
Last edited by A_COOC; Jul 27, 2019 @ 10:37am
Jamie Jul 27, 2019 @ 9:57am 
m-16's iron sights have to be the best for me
🅱oviet 🅱adjur Jul 27, 2019 @ 11:28am 
Scar + Ak12 + deagle for me because it's the closest thing to kf1 loadouts

I don't touch fal because it's absolutely disgusting

But if you're somewhat a meta slave then 401 + fal
Black Hole Jul 27, 2019 @ 12:45pm 
M16 destroys like everything with the proper perks.
HiTmAn Jul 27, 2019 @ 1:27pm 
Originally posted by Doggsen:
Originally posted by HiTmAn:
i am never been fun of ak i like scar more...and rpg
The Ak felt weak. But RPG in a Commando loadout?
for solo yes... but if i play in team i would use medic rifle for sure its great wepon...
A_COOC Jul 27, 2019 @ 1:37pm 
Originally posted by Doggsen:
Originally posted by HiTmAn:
i am never been fun of ak i like scar more...and rpg
The Ak felt weak. But RPG in a Commando loadout?
Offperking weird ♥♥♥♥ like that is fine, but generally isn't needed as long as the team performs its functions. Or solo where that has a lot more merit. A lot of off perk stuff is really good. Like Double Barrel on Medic, Freezethrower on Medic, Deagle on Demo and Berserker (though I prefer Shock Trooper + HX Grenade Pistol)
Last edited by A_COOC; Jul 27, 2019 @ 1:38pm
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Date Posted: Jul 27, 2019 @ 8:42am
Posts: 27