I hit level 6 about 2 hours into the new content, because I play A LOT of commando. This is what I've seen:
For levels 4 or 5 commando, stick with the bullpup/AK combo. You save money this way, and the AK is pretty damned great still despite being overshadowed. Oh, and here's a very VERY important note I'm going to make here and it was mentioned in the changelog. I'm too lazy to link it so go find it in the news/announcements section:
THE HEADSHOT SYSTEM HAS BEEN COMPLETELY REDONE.
What does this mean for commandos? It means the bullpup is ACTUALLY A VIABLE WEAPON now on hard. I'm not joking. Since headshots are a lot more obvious in obtaining as well as MAKING A SPECIFIC NOISE when you land them, the bullpup has a very distinct advantage over the AK now - less recoil, easier to nab double-tap kills on clots/gorefasts/stalkers on hard and suicidal. Not only that, but you can actually deal DECENT damage to higher specimens such as Husks or Sirens via bursts of well placed headshots. That being said, a bullpup/ak combo is literally all you need now until you can afford to buy a SCAR. When you DO have enough cash, here comes the struggle - the bullpup really is a viable backup to the SCAR, moreso on hard, because of the reasons I explained above. Since the SCAR has a rather small clip (25) it makes sense to keep a lower powered but high capacity, low-recoil weapon as backup.
Personally, I have since settled on the AK as a backup due to the higher power. This is the case to make for the AK: again, due to the revamped headshot system, you can actually manage to do a good chunk of damage to a scrake before it rages (6player hard), and assuming there's one other person firing SOMETHING, you can swap over to your SCAR, line up visually on the head (the sights on the SCAR give way too much recoil for my tastes, I run/gun with it) and UNLOAD. Goodbye Scrake. This same strat works to a lesser degree with FP's. No joke. I outlived an entire 6 man team on Office with the AK/SCAR combo, wave 5, 100 specimens left.
Another important thing to do while using this combo - use your ammo to your advantage, reload ONLY THE FASTER RELOAD WEAPON when under duress. The SCAR has a FANTASTIC reload time, possibly faster than the bullpup, to make up for its measily clip. Despite this, use the other weapon to take out the smaller baddies (clots/gorefasts/crawlers) and use that ammo how you please. Once you run out, THEN swap out to the SCAR and use nothing more than single/burst shots. Properly swapping between rifles guarantees you to keep ammo in your clip, along with strategic reloading. As a level 5-6 commando, I have been top in kills in every single game I've played thus far.
Sorry for messy paragraphs, but that's essentially what I've been doing and its worked INCREDIBLY well so far.
For levels 4 or 5 commando, stick with the bullpup/AK combo. You save money this way, and the AK is pretty damned great still despite being overshadowed. Oh, and here's a very VERY important note I'm going to make here and it was mentioned in the changelog. I'm too lazy to link it so go find it in the news/announcements section:
THE HEADSHOT SYSTEM HAS BEEN COMPLETELY REDONE.
What does this mean for commandos? It means the bullpup is ACTUALLY A VIABLE WEAPON now on hard. I'm not joking. Since headshots are a lot more obvious in obtaining as well as MAKING A SPECIFIC NOISE when you land them, the bullpup has a very distinct advantage over the AK now - less recoil, easier to nab double-tap kills on clots/gorefasts/stalkers on hard and suicidal. Not only that, but you can actually deal DECENT damage to higher specimens such as Husks or Sirens via bursts of well placed headshots. That being said, a bullpup/ak combo is literally all you need now until you can afford to buy a SCAR. When you DO have enough cash, here comes the struggle - the bullpup really is a viable backup to the SCAR, moreso on hard, because of the reasons I explained above. Since the SCAR has a rather small clip (25) it makes sense to keep a lower powered but high capacity, low-recoil weapon as backup.
Personally, I have since settled on the AK as a backup due to the higher power. This is the case to make for the AK: again, due to the revamped headshot system, you can actually manage to do a good chunk of damage to a scrake before it rages (6player hard), and assuming there's one other person firing SOMETHING, you can swap over to your SCAR, line up visually on the head (the sights on the SCAR give way too much recoil for my tastes, I run/gun with it) and UNLOAD. Goodbye Scrake. This same strat works to a lesser degree with FP's. No joke. I outlived an entire 6 man team on Office with the AK/SCAR combo, wave 5, 100 specimens left.
Another important thing to do while using this combo - use your ammo to your advantage, reload ONLY THE FASTER RELOAD WEAPON when under duress. The SCAR has a FANTASTIC reload time, possibly faster than the bullpup, to make up for its measily clip. Despite this, use the other weapon to take out the smaller baddies (clots/gorefasts/crawlers) and use that ammo how you please. Once you run out, THEN swap out to the SCAR and use nothing more than single/burst shots. Properly swapping between rifles guarantees you to keep ammo in your clip, along with strategic reloading. As a level 5-6 commando, I have been top in kills in every single game I've played thus far.
Sorry for messy paragraphs, but that's essentially what I've been doing and its worked INCREDIBLY well so far.
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