Great job with the Hateriach! Makes pat round fights much much more interesting and challenging! Maybe you should give him some Husk Fire with an AOE fire to make him a bigger pain in the ***. >
And I just came up with a few ideas for the Commando:
1)A LMG!
-AA12 can be used as a base but with "slugs" instead of shots.
-Uses 75 round drums, with 2 drums in total: (150 rounds total)
-Higher damage than the SCAR.
-Weighs 8 blocks so you can carry it with a bulldog.
-Slow reload time.
-Impose a slight movement speed reduction when it's out.
-Expensive Drum magazines.
-Same price for the Commando as the Support has with AA12. Or slightly higher.
Why a LMG? The Commando's tier 3 weapon, the SCAR only has 25 rounds and some of the special specimens such as Metal Clots and Bloatzillas eat up a lot of ammo from your already low ammo mag capacity. Super auto may help kill one specimen very quickly, but it eats through your ammo in your mag very quickly and you'll be reloading when there's a swarm of them coming at you quickly. So, enter the LMG!
2)Gas Launcher
-M79 as a base.
-Creates a small area of gas that can slow specimens down. Higher level specimens are not affected much by the gas compared to the lesser specimens.
-Low max ammo compared to M79. (Maybe leave the max ammo capacity at 6-7?)
Why a gas launcher? When swarms of specimen are coming at the team and your team is caught unprepared (ex. after barely finishing off a meatgrinder and mauler), gas can be launched to slow down specimens to give you and your teammates crucial seconds to reload and recover before engaging them. Also helps when retreating from a very hectic area or moving to that nice camping spot on your way back from the trader.
My friends and I play WTF on suicidal a lot so hence these ideas.