Commando needs some tweaking

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naksiloth

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Open a thread like that and get so many "commando is fine" replies. I for one I think otherwise, commando is underrated on most situations and useless on many of them, deserving what people think for him.

A good commando can;
* Lead the group out of hole up place when teammates start to die and party started to loss blood and balance in that room.
* Can farm stalkers and crawlers pinning their spawn points in the room, gains appreciation of Sharps and Supports. Sharp is appreciated because he doesn't have to deal with trash specimen, Support is happy because he doesn't have to do it by himself.
* Can track and deny the healing sequences of Patriarch to achieve this he needs to track Patriarch actively.
* He can reload all kind of weapon with ease and quickness.
* Can improve zed time everytime he scores a kill under zed time

So? That's it?
Commando suffers from lacking firepower and cannot maintain a good dps unless he has nice sidearms or other teammates or Commandos around. I know that nothing can hold a team of 6 commandos but this kind of gameplay is rare since Commando is a notoriously hard perk to level. So players gone through so much hassle just to be a trash cleaner? I think commando perk should be more convincing and rewarding perk on higher levels, besides reload time and zed-time extend you gain nothing appreciable compared to other perks.

All your attributes are hybrid of other perks. Zed time can be improved by zerker who is relatively easier to level up and can bear damage as much as dealing it. If I want to reload faster I'd play Sharpshooter or Firebug. Damage bonus comes plenty If I play with them too. Only point of Commando is trash cleaning and helping Support; so he doesn't have to waste his highly penetrative hard hitting ammunition on trash specimen. So that's it? You work and train hard to level up this perk just to become "that guy in the corner who deals with pesticide"? Even other glass cannon perks like Firebug, Sharp or Support have ways to deal with big targets like slowing them down or hitting them hard, when you're unfortunate enough to face a Fleshpound it'd step on you like a snot at the sidewalk.

Commando cannot dish out damage, nor bear it, also it's a hard perk to level up. So in the end, what do I want? It's simple already, I want it to be more rewarding. I don't want any new weapons, buffed bullet damage or headshot multiplier. I want commando to be an altered "scout" perk. How is this possible? Easy again, give him buffed movement speed too, with this way he cannot bear damage like medic or avoid clots like zerk, but at least can maintain survivability and some kiting ability, because even if he can run and gun for a little while he cannot maintain it for long. I think a movement speed bonus of 15-20% would be pretty nice and doesn't defy the points of medic and zerk. I also thought about reduced recoil bonus for all weaponry but thinking about all possible choices (Mac-10, MP7M, DHC, M14, LaR), I sneezed at it shortly after. I wouldn't say no to penetrative ammunition too. You're using high muzzle velocity assault rifles but your bullets stuck inside of specimen like they're made of pure lard -excluding bloats-. It would be nice to have penetration against weak specimen, saves you from work.

For God's Sake where does Commando name come from? Just because he can reload faster someone shouldn't be named Commando I believe. If I would reload weapons faster irl I'd get the nickname of "Gunslinger," definitely not Commando. The point is you are supposed to avoid big guys but you can't manage it well due to being a total broke *ss glass-cannon. Your work is only appreciated when team is holed up, so your role in the team is situational. Even at those time when you're supposed to follow Patriarch at the dark places to interrupt his healing that won't be easy for you to do. Since he will spawn clots and other trash everywhere while running away, slowing you down on your tracks when you're trying to do your job. Patriarch already is the fastest specimen in the game while charging, to reach him you'll need some haste to your legs.

What do you guys think? Can you convince me to think that perk is not a trash cleaner and have other uses? Not hard to level up AT ALL? Can dish out good damage? Maintain survivability even you can't bear damage or escape?
 
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the 1st wasted

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Some of my highest scores have been with the Commando (6 man games before the balance patch when Sui was the highest level and 6 man HoE), even when the team consisted of mostly Supports wielding AA12s and Hunting shotties, (or all SS, before the balance patch).

He is capable of solo killing 6 man scrakes, (If the player knows what he is doing), he can even kite FPs, again, if he knows what he is doing.

I agree that Commando is the hardest to level, but I think he is fine the way he is, and excels in his role.

SS: big zeds, and long range accuracy, medium ammo count, semi auto, LAR and Xbow.
Demo: Big zeds when needed, crowd control, low ammo count, semi auto and single shot.
Support: all around heavy hitter class capable of handeling all situations, medium large ammo count, pump, double barrel, full auto, short range.
Medic: heal, tank, kill stray zeds.
Zerker: tank, front line, solo.
Fire bug: Trash, low ammo.
Commando: Trash, crowd control, line holder, long range, Scrake finisher if needed, very large ammo count, 3 weapons both full auto and semi auto selectable, and can see zeds health.

The commando is the one that keeps the other zeds from overrunning the team when scrakes, and or FPs break through the line.
 
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naksiloth

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Point is NOT commando's role in a team. I'm pretty much aware that he excels in his role; He IS for trash cleaning. Point is he's not much as rewarding as leveling other perks. Point is not your score with him too, kill count is nothing, survivability is different. Commando can take like last 50 specimen down the hall and finish the wave without too much hassle, but loses his potential effectiveness very quick as monster count increases at the following waves where FP appears, and he can't track Patriarch easily. Hell... you're nothing without voice communication. You can't organize your team nor plan without it.

Also with proper positioning any class can kite a fleshpound, but not all maps allows that. Kiting a fleshpound includes usage of doors especially slamming them to its face, taking cover and cutting eye sight. Medics or Zerks do it with ease because of their movement speed bonus.

Also yes, Commando can kill a single Scrake by swapping around AK-47 and his trustful SCAR. Yet that's not really the case, the thing is you lost your effectiveness at the last waves where FP appears. Also killing a single scrake with 2 magazines is a... slightly difficult task when compared to cutting down the other trashes. If you focus on a single specimen too much there's always the possibility of being surrounded by others, especially if you're running in an open area. To finish a Scrake, Commando needs a large enclosed space to ensure he won't be "bugged" by others. In which times he needs to leave the Scrake on his own for another capable member to kill. By thinking that there are at least 7 other scrakes in the wave, killing a Scrake shouldn't be your task. but you should be able to kite it easily at least or cut eye sight by getting behind that corner before it's too late.

Actual party starts when FP enrages and kills a member, you run around start to kill specimen and he happen to lock his wrath onto you by being totally random, or think that how you panicked when Fleshpound appeared right behind the corner of a long hall. How did you manage to reach the corner before he enrages? Didn't or can't? Imagine him flailing his arms in anguish to resonant the word of "all aboard the rape train" in the halls. You can think of a romantic song there, if you can remember the lyrics, I suggest humming an Evanescene or Placebo melody. I just remembered one, "...Someone call the Ambulance, there will be an accident...". I don't like dying in a game where I just happen to stand on a railroad and no one told me about it.

My point about run speed may sound too powerful against Patriarch but I really think someone should tear the grin on his face when he's about to plunge that syringe deep and heal himself. What I suggest doesn't conflict with Commando's gameplay purposes, I know there are players out there who thirst for an update.
 
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the 1st wasted

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Point is NOT commando's role in a team. I'm pretty much aware that he excels in his role; He IS for trash cleaning. Point is he's not much as rewarding as leveling other perks. Point is not your score with him too, kill count is nothing, survivability is different. Commando can take like last 50 specimen down the hall and finish the wave without too much hassle, but loses his potential effectiveness very quick as monster count increases at the following waves where FP appears, and he can't track Patriarch easily. Hell... you're nothing without voice communication. You can't organize your team nor plan without it.

This is not much different, if any, to the other classes other than Zerker and Medic.

Also with proper positioning any class can kite a fleshpound, but not all maps allows that. Kiting a fleshpound includes usage of doors especially slamming them to its face, taking cover and cutting eye sight. Medics or Zerks do it with ease because of their movement speed bonus.

It is not as hard as one may think, as I have seen it done more times than I can count on pretty much every map, and by every class.

Also yes, Commando can kill a single Scrake by swapping around AK-47 and his trustful SCAR. Yet that's not really the case, the thing is you lost your effectiveness at the last waves where FP appears. Also killing a single scrake with 2 magazines is a... slightly difficult task when compared to cutting down the other trashes. If you focus on a single specimen too much there's always the possibility of being surrounded by others, especially if you're running in an open area. To finish a Scrake, Commando needs a large enclosed space to ensure he won't be "bugged" by others. In which times he needs to leave the Scrake on his own for another capable member to kill. By thinking that there are at least 7 other scrakes in the wave, killing a Scrake shouldn't be your task. but you should be able to kite it easily at least or cut eye sight by getting behind that corner before it's too late.

It's not his primary task, and if others are still alive, then he should leave it to him, plus, it takes about 1.5 mags from the Scar to kill a Scrake.

Actual party starts when FP enrages and kills a member, you run around start to kill specimen and he happen to lock his wrath onto you by being totally random, or think that how you panicked when Fleshpound appeared right behind the corner of a long hall. How did you manage to reach the corner before he enrages? Didn't or can't? Imagine him flailing his arms in anguish to resonant the word of "all aboard the rape train" in the halls. You can think of a romantic song there, if you can remember the lyrics, I suggest humming an Evanescene or Placebo melody. I just remembered one, "...Someone call the Ambulance, there will be an accident...". I don't like dying in a game where I just happen to stand on a railroad and no one told me about it.

No different for any class other than Zerker and Medic.

My point about run speed may sound too powerful against Patriarch but I really think someone should tear the grin on his face when he's about to plunge that syringe deep and heal himself. What I suggest doesn't conflict with Commando's gameplay purposes, I know there are players out there who thirst for an update.


we do not need a class capable of running down the Patty, they made him that fast for a reason. Plus, if the Commando gets a speed buff, then more than likely some players will abuse it in a none team work kind of way, just like the Zerkers that run off on their own, only to return to the team when the s_hit gets to deep for them with a mass of zeds right behind them.
 

naksiloth

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I must admit these are pretty valid points, but still lacks.

This is not much different, if any, to the other classes other than Zerker and Medic.

Support doesn't lose its effectiveness on any wave, even at HoE he can find place at any team, in an open area or enclosed.
Demolition can be pretty nice if team holes up. Less player HoE games generally ends with everyone going demo.

If you're talking about Patriarch, even zerk can't catch him so easily when player knows where he's going. I want Commando to get some speed bonus to maintain survivability and easier crowd control. A lesser speed bonus would be valuable to Commando.

No different for any class other than Zerker and Medic.

Sharp can eliminate FP from a distance (xbow, LaR) or even up close (M14) it takes them like 3 seconds to kill them,
Firebugs can make them panic (he flails his arm cannot enrage before he snaps out of it) and slowing them down (incendiary grenades will crisp them up in an instant) adding bonus to damage done to him kinda nullifying his resistances
Supports can blow their *ss with AA12- Hunting combo,
Demolition can kill 2 FP with pipebomb LAW combination gibbing them to tidbits with 3 scrakes around them like a beefcake.
Medics cannot dish out enough damage to kill an FP in time just like Commandos

we do not need a class capable of running down the Patty, they made him that fast for a reason. Plus, if the Commando gets a speed buff, then more than likely some players will abuse it in a none team work kind of way, just like the Zerkers that run off on their own, only to return to the team when the s_hit gets to deep for them with a mass of zeds right behind them.

He'd only have speed not damage resistance to deal with specimen. I've seen medics with AK-47 or M32 and they never left their team behind gone for hunting. Their armor is invaluable to them, of course they wouldn't want to lose it. By the time it breaks medic is dead meat. A clot holds him and others flank. If commando leaves with that speed bonus he'd much likely get killed by zeds, because as I said before Commando is a broke *ss glass cannon. He has no real damage reduction to deal with horde.

As for Patriarch, I think my debate loses its appeal here. However I still think even with 30% bonus (as zerk) you can hardly catch Patriarch on the job. Getting a lesser speed bonus should solve it.

It is not as hard as one may think, as I have seen it done more times than I can count on pretty much every map, and by every class.

another point where I lose it. I should gather some info on it however. Kiting a single FP is easy but there will be clots or gorefasts going ninja if you're running on open areas. Not impossible but well... that'd be pretty hard thing to pull out a wrong turn can be your end and yadda yadda yadda.
 
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Rainydaykid

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I have over 80M dmg as commando, a commando has plenty of firepower. On HoE, I usually only use 5-6 AK mags per wave, and get plenty of kills. DPS is fine, use short bursts and aim for the head, I keep my weapons on full auto, and can tap off one shot to decap and kill lower specimens. Commando needs to be played like a sharpshooter, good aim, single shots or short bursts, constant headshots.

I am very effective on wave 10 on HoE. I have never felt there was a wave where commando was useless. If people think so, they don't know how to play the class.
 
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nutterbutter

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I know that nothing can hold a team of 6 commandos but this kind of gameplay is rare since Commando is a notoriously hard perk to level.

Commando is ridiculously easy to level. Sure, it seems like leveling is slow due to killing stalkers, but there are a ton of stalkers in the game. After level 6 is achieved, and the player actually stops counting every single stalker kill, the killed number rises tremendously.

Commando is one of the few perks that is perfectly balanced.
 

Spicy

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Commando is ridiculously easy to level. Sure, it seems like leveling is slow due to killing stalkers, but there are a ton of stalkers in the game. After level 6 is achieved, and the player actually stops counting every single stalker kill, the killed number rises tremendously.

Commando is one of the few perks that is perfectly balanced.

I'm not quoting any sources but "I heard it from a guy" that as you move up in difficulty, there is an increase in the number of stalkers. If true, that sounds like all the more reason to be playing Hell on Earth and Suicidal.

^___^
 
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nutterbutter

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I'm not quoting any sources but "I heard it from a guy" that as you move up in difficulty, there is an increase in the number of stalkers. If true, that sounds like all the more reason to be playing Hell on Earth and Suicidal.

^___^

Kinda. The number of stalkers increase because as the difficulty goes up the overall number of specimens go up as well. Also more players start to drift to support, medic, and zerker so there are fewer players specifically targeting stalkers.

Personally, I think it is more of a "watched pot never boils" situation. Once the player stops looking at the number of stalkers killed, they are surprised at the number.
 

Steeps

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If you play the perk correctly commando should be on the front lines targeting the trash. Therefore, he has a vision (for stalkers at least) and range advantage over the supports and should wind up killing most of the stalkers anyways. Stay in the front, fire either semi-auto or small 1-2 shot bursts and target the trash and you'll realize that the stalker requirement isn't so high after all. I actually finished my stalker requirement a couple games before I finished the damage requirement and didn't do it by camping the back room on Doom 2 and yelling at anyone who comes near me.

I wish for once people would stop worrying so much about leveling their perks and more about the experience of getting there. Just play the game, learn how to master the perks, have fun, and the perks will level.

Oh, and commando isn't weak later on. Support is just too strong and other perks are often times necessary (demolitions, sharpshooter, etc). Commando can do great on all waves.
 
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naksiloth

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Commando is ridiculously easy to level. Sure, it seems like leveling is slow due to killing stalkers, but there are a ton of stalkers in the game. After level 6 is achieved, and the player actually stops counting every single stalker kill, the killed number rises tremendously.

Commando is one of the few perks that is perfectly balanced.

I disagree. It's hard to level up. I see that people play under-6 commandos on suicidal or HoE, that's the right thing to do but oftenly they get harassed for using a low level perk. Even there are plenty of stalkers there will be supports and demos who can kill multiple weak foes even before you can REACT. you can't deny that, fact.

As for perfectly balanced, yes it is I wouldn't say otherwise but other perks are more rewarding so Commandos look relatively weak. Look at Support for example he has long reload time but can hit hard, what commando got after you killed 3600 stalkers? You're killing a specimen which doesn't hold any meaning and you'll keep killing them after you hit level6. I didn't see anyone bring the subject of kill count of stalkers online. If it were important.

I have over 80M dmg as commando, a commando has plenty of firepower. On HoE, I usually only use 5-6 AK mags per wave, and get plenty of kills. DPS is fine, use short bursts and aim for the head, I keep my weapons on full auto, and can tap off one shot to decap and kill lower specimens. Commando needs to be played like a sharpshooter, good aim, single shots or short bursts, constant headshots.

I am very effective on wave 10 on HoE. I have never felt there was a wave where commando was useless. If people think so, they don't know how to play the class.

My point being Commando is not rewarding as other perks. Bragging about kill counts here and there among commando players just fails to amuse me. You have nothing to do but killing pest. I got it. okay? Also hey! Before the 1016 balance nerf patch that "king of kill count and dps" medal were belong to Sharps. Don't you remember? Sharps still effective and help for handling almost all specimen, while commando only kills the trash and can be very passive. He can hardly find place in HoE maps as every single one of the players will go zerk/medic or demo/support/sharp. You can't even find place in demo/support/sharp triangle.

I always appreciate commandos with high kill counts but that's not the case. I want him to become more mobile class and manage a little bit survival against big targets on open areas, or at least use advantage of some movement bonus advantage and get some more kills easily before demo blasts all stalkers to tidbits and no, I repeat that little tweak won't create another zerk. I just thought since there's no way that you can hole up and be successful in a public match with a totally random team (I always have a tendency to think that high level commando players are elitists and I'm generally proven right on that shortly after he starts shouting on mic), I think commando needs to find place on mobility team of medic/zerk so he can multi task easily.

I just want him to take the "leader" role. Being effective after team mates started to lose blood, capable of chasing Patriarch better, killing stalkers easily by taking advantage of movement speed and positioning. He already does all of that but I just want him to be better that's it. Oh, also making him find place in HoE would be nice.

If you play the perk correctly commando should be on the front lines targeting the trash. Therefore, he has a vision (for stalkers at least) and range advantage over the supports and should wind up killing most of the stalkers anyways. Stay in the front, fire either semi-auto or small 1-2 shot bursts and target the trash and you'll realize that the stalker requirement isn't so high after all. I actually finished my stalker requirement a couple games before I finished the damage requirement and didn't do it by camping the back room on Doom 2 and yelling at anyone who comes near me.

I wish for once people would stop worrying so much about leveling their perks and more about the experience of getting there. Just play the game, learn how to master the perks, have fun, and the perks will level.

Oh, and commando isn't weak later on. Support is just too strong and other perks are often times necessary (demolitions, sharpshooter, etc). Commando can do great on all waves.

That's the point, "Supports are too strong" you only exist because "Supports are too strong" you're like a wingman. Just because support can't waste his high penetrative ammunition you have to run around killing pests. You're only capable of holding the spawn points of pests when you "holed up". Your role is situational and Commando is sure an underplayed perk after all these hassle.

Commando's mobility is based on reload sequences and ammunition. He can be pretty mobile as long as he have backup from other party members, even he can kill trash in front of the funneling point and return back unharmed without a problem.

Commando ain't weak but sure lose effectiveness on the terms of helping the party, not talking about kill count, you can kill all trash zeds like gorefasts, clots, crawlers and stalkers with ease. At the times when a ranged specimen or big specimen appears as meat shielded by pest it feels like "well... ****...".
You have to cover, keep killing pest and ignore the big guys until they approach at hole up point fully, so you can kill the horde behind the biggies.

If there's a Fleshpound, it's much worse; you have to hold fire and be more careful to not take his attention by assault rifle noise.

if there's a ranged specimen, Firebug can do a short work of Siren before she can scream. Sharp can take care of Husks and Scrakes with penetrative ammunition. Demolition can deal with multiple specimen easily besides Scrakes (they're quite damage sink, don't accuse me of thinking they have resistance, I edited their wiki page several times about it) and Support can deal with almost anything with high penetrative ammunition and highly explosive grenades. Regarding to this scheme where were you again?

I for one think Commando is what makes that game a horror-survival as you can kill like dozen of them with ease but there are still certain situations that you must avoid. Those certain situations are certainly less for other perks. Don't you agree?
Spoiler!
 
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ChairmanMurder[Forge]

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If there's a Fleshpound, it's much worse; you have to hold fire and be more careful to not take his attention by assault rifle noise.
I don't know if you mistyped, but it's not about noise, it's about actual damage. You could fire a point-blank LAW right next took the FP's ear, and he'll stay focused on the guy who scratched him with a knife. The Fleshies only go after people who damage him. And since Commandos have superbly accurate weapons, it takes a large bungle to make the FP turn towards you.

In the end, I can sort of see what you're getting at... but at the same time I sort of don't. You agree the Commando is balanced and has his critical part in gameplay, yet you want to improve him somehow.

In the end, it comes down to how you like to play. A Commando can look at a Sharpshooter's (generally) lower kill score and snigger at it. The Sharp can turn around and ask the Commando how many Scrakes he's killed.

By the same token, a Sharpshooter can laugh at the Commando's general inability to take on Scrakes and Fleshpound. The Commando can point to his kill score and also mention the dozens of Crawlers and Stalkers that he killed that would have jumped the Sharp's *** while he was zoomed in.





So, in short, in comes down to what you like. You say "Commando is not rewarding as other perks". I say that's your opinion. I dislike playing as Firebug and Medic as a general rule, but there are people who love those perks. And, in the same way that you don't like Commando, I don't mind playing him at all (although I do like Support and Berserker better).

I can't count how many times a Fleshpound has been easily killed, only for the mob of trash following him kill the team. I feel perfectly happy sweeping trash while the other teammates do their own thing.

Team: "Hey dude, we wiped the FP."
Commando: "Guys, I wiped the gajillion things following him."


And just to throw this out: I've always seen the Commando as the scout kind of perk, since when people hear the word commando, they'll think of guys deployed far forward of the main army and doing their thing. So I've always wondered to myself what it would be like if he had a slight movement speed bonus. I think it'd be cool. In interests of balance I wouldn't (wholeheartedly) support it, but sometimes I wonder how it could turn out.
 

Rainydaykid

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I think being able to easily murder everything besides a scrake and FP are reward enough. As for range, not an issue. I can headshot stuff with an AK as far out as I can see it. You don't have to wait until stuff gets close to kill it.

I started playing KF as a sharp, loved the class. I quit playing sharp when it became boringly overpowered. That was when I switched to commando.
 
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naksiloth

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I don't know if you mistyped, but it's not about noise, it's about actual damage.

I know mate, no one mentions it, I read no source on it too but happened to me a lot. May be it was an unfortunate bug or something. I start to clean the pest with fully automated AK shots completely aware of FP being enraged by the nade spam blasts and he turned his back to me just to frag me off. Similar thing happened when I was doing my job with SCAR too. That made me think that they enrage at constant noise too.

I think it'd be cool. In interests of balance I wouldn't (wholeheartedly) support it, but sometimes I wonder how it could turn out.

Me too, but something should be done. Commando feels left out.

I think being able to easily murder everything besides a scrake and FP are reward enough. As for range, not an issue. I can headshot stuff with an AK as far out as I can see it. You don't have to wait until stuff gets close to kill it.

I was talking about that annoying Siren behind the FP or the crawler flock behind a Scrake. You don't have to wait to kill front lines but back lines would be a problem when big targets break in.
Crowd control ability also requires you to use grenades effectively which could be denied by a FP or Siren.
 
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ChairmanMurder[Forge]

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It's possible that you blocked him. It's happened to me too. We'll be doing caves in Manor, and the FP rages for whatever random reason. I'll sidestep to the side, carefully aiming around him, yet he'll hit me. Once I thought about it I realized I had stepped in his way and since there was no easy path around me, he decided to go through me.


And, again, I don't see how he's left out. I can see you don't enjoy playing him, and that's perfectly all right. The only way I'll play Firebug or Medic is if I want to dick around or if I'm dragged kicking and screaming into some bizarre plot to kill Kevin. So, the remedy isn't to improve the Commando, but rather to not play him and play the perk you enjoy.
 
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the 1st wasted

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Kinda. The number of stalkers increase because as the difficulty goes up the overall number of specimens go up as well. Also more players start to drift to support, medic, and zerker so there are fewer players specifically targeting stalkers.

Personally, I think it is more of a "watched pot never boils" situation. Once the player stops looking at the number of stalkers killed, they are surprised at the number.


That is sooooo true. Good point Nuttebutter.
 
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poosh

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Another thread about "Perk X is underpowered, because he can't solo kill everything on 6p HoE game".
Commando is perfectly balanced. He is perfect trash cleaner up to Sirens, can kill them from a long distance and has tons of ammo, so doesn't need to worry about "shoot that crawler or leave it to teammate" situations. Commando is not the best choice against Husks as Scrakes, but can kill them without taking any damage, if operating properly. Commando is weak against Fleshpounds and can't do much damage to them, if not kitting or using M32 as a sidearm. And this is great, because every perk should have weaknesses to rely on their teammates help.
 

Rainydaykid

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I was talking about that annoying Siren behind the FP or the crawler flock behind a Scrake. You don't have to wait to kill front lines but back lines would be a problem when big targets break in.
Crowd control ability also requires you to use grenades effectively which could be denied by a FP or Siren.

When I see this, I generally run past the FP, then unload on the siren's head at point blank with a SCAR. I do this pretty regularly, usually staying where I killed the siren to destroy the trash. With the crawlers, I just crouch and headshot them as they try to crawl past the scrake's legs. I can use grenades, but they really aren't required. If you can constantly get headshots, you can clear an entire crowd with one magazine.
 
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