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Commando perk reqs...

bwat47

Grizzled Veteran
May 15, 2009
54
8
Leveling up the commando perk is very restrictive compared to the other classes because you have to kill a certain enemy that you don't see a lot of during a mission. With a group of 6, you can see maybe 50 Stalkers (a liberal estimate) during a 7-wave game. Assuming you kill all of them, it'll take you 12 full games to get from 2-3. Meanwhile, the Medic, Support, Firebug, and Berserker are all 3-4 because they level up off of normal kills or actions.

it should be changed to be a bit easier to level.
 
Leveling up the commando perk is very restrictive compared to the other classes because you have to kill a certain enemy that you don't see a lot of during a mission. With a group of 6, you can see maybe 50 Stalkers (a liberal estimate) during a 7-wave game. Assuming you kill all of them, it'll take you 12 full games to get from 2-3. Meanwhile, the Medic, Support, Firebug, and Berserker are all 3-4 because they level up off of normal kills or actions.

it should be changed to be a bit easier to level.


Why? Adds more time to the game. Not a bad thing. You want to earn a perk level every map or so?
 
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Yeah... some of the perks have insane requirements. 700 headshots? Really?

Commando is the big one, Stalkers are just too far inbetween, and you probably won't even kill half of them because the level three firebug is annihilating everything and the level three support specialists are probably mowing everything else down.
 
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Yeah... some of the perks have insane requirements. 700 headshots? Really?


this is a pretty funny comment. ive gotten over 300 headshots in 1 game before. req for lvl 5 sharp is 5500 headshots so i dont know what chu t alking about. 700 headshots is nothing.

2400 stalkers for lvl 5 commando is the thing that took me the longest. still not too bad
 
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I was actually hoping they don't change the way commando levels.

They changed sharpshooter to allow 9mm headshots to count towards the total and now its just a joke. Stupidly I was leveling it normally before the change and had to reset my perks to compensate for that bug that was allowing other people to level perks without doing anything.

So I reset and then found it stupidly easy to get rank 5 sharpshooter. I personally would have preferred it was left without the 9mm counting towards perk requirements. I do enjoy that 9mm can take advantage of the bonus stats from sharpshooter but making it count towards headshot total seems very cheesy.

I know almost no one agrees on this since they don't seem to appreciate a challenge anymore but seriously lol now rank 5 SS is almost the status quo around here. Every server I join there are lower rank people leveling stuff up and when the going gets tough almost everyone seems to have a rank 5 SS to swap to.

I guess its too late to complain about it now, but I just hope they do not go the same route with Commando.

I am leveling commando now and its slow as hell but each rank feels like a real accomplishment given the amount of time invested.
 
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They already reduced the number of Stalkers required by a LOT. So stop whining about it. In fact, I'm sitting at close to 5,000 stalkers and still trying to get the damage. And I haven't really been TRYING at getting stalkers!

I think the biggest issue with it is the fact that the Bullpup/AK are more precision-damage, multi-threat sweeping weapons instead of outright damage-monsters like the Shotguns and Chainsaw. It's taking forever to get the damage, even with the AK, as plinking Crawlers and Stalkers (Arguably exactly what the Commando was made for!) doesn't rack up anywhere near the damage a Zerker or Support can rack up by downing a few Skrakes...

I got Level 5 Medic in no time. Sharpshooter soon after. And Support/Zerker were 5 before I could blink. But Firebug and Commando are taking forever with the damage...
 
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Cry some more.
You know, when kf was released you had to kill over 5000 stalkers to get commando to lv5, they lowered that to something above 2000 which is well managable.
Just play the game and your perks will level up eventually.

I got all perks to lv5 that way and now there's nothing 'left to do' anymore so actually be happy it takes so long.
 
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Biotics labs, on hard, 6 player seemed to net the most for me. ( Averaged 100ish )

Basically I would stand on the railing in the room that had two vents from the roof. Then I would wait and listen for them.

Generally I ran with a beserker to keep scrakes off my back, if you can keep your footing on the rail you should be first in sight for all stalker spawns.

This requires the rest of your team to be at the 2nd floor double doors camping spot.

Try to stay away from Farm if you can.
 
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Cry some more.
You know, when kf was released you had to kill over 5000 stalkers to get commando to lv5, they lowered that to something above 2000 which is well managable.
Just play the game and your perks will level up eventually.

Er... wasn't it 4000 exactly? 4000 wouldn't be a problem if it was Stalkers AND Crawlers. Which personally i think it should've been. It would actually of done the game some good too if there was actually something to encourage people to shoot Crawlers for the perks, people might not ignore the little ****ers so much.

I got all perks to lv5 that way and now there's nothing 'left to do' anymore so actually be happy it takes so long.

Completing everything on Suicidal? Killing stuff for fun? If levelling your perks to 5 was the best part of this game, Tripwire have got it horribly wrong.

All of these perks are grind. Headshotting 5500 specimens is no bigger a grind than dealing 3.5million worth of damage (infact its probably less). As is having to heal every point of damage you can see to reach 25k, weld things for no reason to reach 250k and constantly seek out 2400 Stalkers.
The Requirements are unecessarily high for all perks, level 4s req is where it should've ended, requiring more than the other 4 levels combined is just excessive, especially since that is the only way you get a gun on spawn.
 
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Er... wasn't it 4000 exactly? 4000 wouldn't be a problem if it was Stalkers AND Crawlers. Which personally i think it should've been. It would actually of done the game some good too if there was actually something to encourage people to shoot Crawlers for the perks, people might not ignore the little ****ers so much.



Completing everything on Suicidal? Killing stuff for fun? If levelling your perks to 5 was the best part of this game, Tripwire have got it horribly wrong.

All of these perks are grind. Headshotting 5500 specimens is no bigger a grind than dealing 3.5million worth of damage (infact its probably less). As is having to heal every point of damage you can see to reach 25k, weld things for no reason to reach 250k and constantly seek out 2400 Stalkers.
The Requirements are unecessarily high for all perks, level 4s req is where it should've ended, requiring more than the other 4 levels combined is just excessive, especially since that is the only way you get a gun on spawn.

No they're not, they're supposed to take ages to level.
 
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No they're not, they're supposed to take ages to level.

Give me 1 good reason why. Its suppose to be about playing the game, not grinding the requirements for the various perks. And don't try talking crap about how you can play the game while levelling them. Perks generally start to become really useful by level 3, 4 brings no major changes and 5 is where you spawn with a weapon. If it spawned you with a lower tier weapon at earlier levels it wouldn't be such a problem.
 
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I think Tripwire misses a huge opportunity to encourage people to play Classes to their advantage.

Scrakes are no problem to a Berserker, so Zerks should be encouraged to kill Scrakes.

Firebugs can mow down trash like Gorefasts, Clots, and Crawlers no problem, so they should be encouraged to kill those.

Sharps are great for taking out Sirens from afar, so they should have a few Siren kills in their requirements. And so on. I'd like the game to teach people how to play Perks to their strengths vis a vis the requirements for levelling up said perks.
 
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Give me 1 good reason why. Its suppose to be about playing the game, not grinding the requirements for the various perks. And don't try talking crap about how you can play the game while levelling them. Perks generally start to become really useful by level 3, 4 brings no major changes and 5 is where you spawn with a weapon. If it spawned you with a lower tier weapon at earlier levels it wouldn't be such a problem.

Because starting with a weapon makes you exceptionally powerful. It saves you tons of cash and gives you extra firepower straight from the beginning. That's why level 5 perks are supposed to be something difficult to achieve, but with high rewards.

Remember, the game is supposed to be about survival. And part of the feeling of survival is starting out weak and then buying a larger arsenal as the more dangerous specimens show up. You should have no trouble having the weapons you need by the time you need them.

The only time a starting weapon really becomes necessary is on suicidal. But that's why it's called suicidal. It's supposed to be unfairly difficult to play compared to the other difficulties, so having a level 5 perk balances that out.

On an unrelated note, I agree with Ihmhi, it would be great if the perk leveling encouraged good team play. Though considering the firebug is such a general killer, with the heavy enemies being the exceptions, they could probably stick to just damage.
 
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