'Mando Help.

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OneoftheLost

FNG / Fresh Meat
Dec 6, 2011
23
1
0
Hello all! While I'm not completely new, I tend to play KF in 'stages'. While I like the game, I just can't find a class that really suits me, and that I find enjoyable in the long run. After recently getting every class to level 3 in an attempt to find one, I've settled on the Commando. In doing so, I have a few questions for the high level commandos floating around.

1. Weapon setup? I play mostly normal/hard since its tough to find a group that doesn't kick level 3's at higher difficulties. I normally go Bullpup/AK for the first half, and AK/Scar for the second half. What are your normal setups? Do you use any non-mando weapons?

2. Is the perk viable on HOE? I've heard discouraging things regarding Demo's and FB's.

3. Tips on shooting? I tend to go single-shot unless facing down a scrake.

4. Stalker tips? I cannot for the life of me figured out a strategy of taking them down before my teammate spam wipes them all out. I've seen level 6 mando's. They exist. How did you get there?

5.I've read some of the guides, and know that 'Mando's should focus on dealing with the small annoyances (Crawlers, Stalkers, etc.) so that the rest of the teammates can deal with the bigger stuff. Any additional tips for the harder difficulties?

Thanks for your time!
 
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ChairmanMurder[Forge]

FNG / Fresh Meat
Apr 24, 2011
480
107
0
34
Sunny, Sunny California
Hello all! While I'm not completely new, I tend to play KF in 'stages'. While I like the game, I just can't find a class that really suits me, and that I find enjoyable in the long run. After recently getting every class to level 3 in an attempt to find one, I've settled on the Commando. In doing so, I have a few questions for the high level commandos floating around.
In general:
Firebugs and Commandos are great against crowds, not so good against the big guys.
Sharpshooters are great against big targets, not so hot against crowds.
Demo and Support are super effective against crowds and bigs but they have their own drawbacks. (Demo weapons are bad for Scrakes, plus they have low ammo and are vulnerable at extremely close range; Supports also have very low ammo, are poor at long distances, and have long reload times.)
Berserker is also super effective against crowds and bigs, but the learning curve is steep with him. Plus, you know, you're using a katana to fight guys with blade-arms and chainsaw-hands.
Medic is the oddball perk whose main role is to support the team with heals and to semi-fill another role depending on his weapon layout.

That's the horribly simplified version. But it can at least give you an idea of what you might or might not like.

1. Weapon setup? I play mostly normal/hard since its tough to find a group that doesn't kick level 3's at higher difficulties. I normally go Bullpup/AK for the first half, and AK/Scar for the second half. What are your normal setups? Do you use any non-mando weapons?
I don't normally play Commando on the Suicidal+ difficulties, but the loadouts I'll normally carry are SCAR+AK or SCAR+M32. I never use the SCAR on full auto, so I usually have planty of ammo to spare after a wave.

2. Is the perk viable on HOE? I've heard discouraging things regarding Demo's and FB's.
While there might be arguments for and against Firebug, Demo definitely has his uses. Explosive weapons deal up to double damage against Fleshpounds, and with the explosive bonus a Demo gets you'll see that they can wreck FPs disgustingly easily.

3. Tips on shooting? I tend to go single-shot unless facing down a scrake.
Exactly. Go for quick, rapid single-fire shots to decapitate incoming specimens. And, ideally, you shouldn't have to worry about the Scrakes.

4. Stalker tips? I cannot for the life of me figured out a strategy of taking them down before my teammate spam wipes them all out. I've seen level 6 mando's. They exist. How did you get there?
Lots of blood, sweat, and tears haha. Generally, find a place where they spawn and keep a close eye on the area. (Example: Boathouse and backyard in Manor).

5.I've read some of the guides, and know that 'Mando's should focus on dealing with the small annoyances (Crawlers, Stalkers, etc.) so that the rest of the teammates can deal with the bigger stuff. Any additional tips for the harder difficulties?
That pretty much sums it up. Although, if you have a mic, you can also report on zed health, especially with Scrakes. Scrakes rage when they lose 50% HP, and 25% HP lost at Suicidal+. Little warnings like that can give the team a heads up.
 
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Steeps

FNG / Fresh Meat
Dec 14, 2010
251
87
0
USA
1. I usually go SCAR/AK. Sometimes SCAR/M32 (reload bonus of M32 is great) if I have lots of cash or don't mind switching to demolitions for a wave. I'm level 6 so after spawning with an xbow in wave 1 I can almost always afford a SCAR at wave 2. Then wave 3 I pick up an AK, vest around wave 5, etc. If you can't afford a Scar right away (which you probably can't at level 3) consider getting an M4 or Bullpup for the first few waves. On normal and hard they are quite strong for the first few waves, assuming you aim for the head.

2. Yes, don't listen to anyone who tells you to switch perks because it isn't viable. It isn't "necessary" like some of the other perks, but a good commando is a great asset to any team from wave 1 to wave 10.

3. Play the perk like a sharpshooter, but target the trash mobs. Aim for the clots, gorefasts, crawlers, stalkers, and bloats (just the heads on bloats unless you have to unload, hopefully they bleed out or a support takes care of them). Kill the sirens asap if they get close and occasionally the husks, but it usually isn't worth shooting at them from a distance unless nothing else is there. I leave SCAR in semi-auto and go for headshots, but you can use automatic if you're good at single firing. I change it to automatic when necessary, but this usually isn't more than once or twice per wave. I use the AK for spamming when the zeds get in my face or for a quick shot when I don't have the time to reload. Do not shoot the scrakes or fleshpounds unless their health bars are literally empty. Let the rest of your team focus them and kill the trash zeds that come along with them (espsecially sirens, target those first).

4. I'm one of the few people who finished stalkers before damage. Just play maps where the zeds primarily travel through one path (Biotics, office, manor's cave, etc). Stay at the front of the squad and fire away at the trash and aim for the heads. Not only can you see the stalkers before everyone else, but you can outrange the supports and out-DPS the sharpshooters. Therefore you should get most of the stalker kills, unless a firebug comes along and ruins the fun. :p

Not only does this level both roughly at the same pace, but it also teaches you how to play the perk properly opposed to farming them on Doom 2 or something.

5. Think I answered this for the most part in the first four points. :cool: As I said aim for the head and play it like a sharpshooter that targets trash. Try to shoot at a range and don't let the trash get close (that's what support is for ;)). Aim down the sites and use Scar/Bullpup/M4 for your main purpose weapon and AK for your zeds-are-in-my-face-and/or-my-main-weapon-needs-to-reloaded weapon. M32 also works well but I wouldn't suggest that yet to someone trying to learn the perk.

There are many different methods and loadouts but this is personally what I do. I'm probably not the best commando but usually do alright. ;)
 

naksiloth

Member
Dec 29, 2010
432
14
18
Hello all! While I'm not completely new, I tend to play KF in 'stages'. While I like the game, I just can't find a class that really suits me, and that I find enjoyable in the long run. After recently getting every class to level 3 in an attempt to find one, I've settled on the Commando. In doing so, I have a few questions for the high level commandos floating around.

I'm not a level6 (yet) but I will try to answer your questions.

1. Weapon setup? I play mostly normal/hard since its tough to find a group that doesn't kick level 3's at higher difficulties. I normally go Bullpup/AK for the first half, and AK/Scar for the second half. What are your normal setups? Do you use any non-mando weapons?

Actually commando can do pretty well when team holes up. At higher difficulties players generally tend to pick mobility teams like medic and zerk. That's another aspect of getting kicked. You're low level AND you don't fit the rest of the team.

As for sidearm choice, I tend to buy M32 as an off-perk side arm. I go Bullpup+AK for the first few waves then switch to AK+M32 at later waves. I avoid SCAR until I'm drowning in money because M32 requires quite a few more quids than I could manage.
Sometimes I throw a .44 magnum next to dual ARs, just to be sure I won't run out of ammo and use it as a last stand.

Also, Never had a chance to try but I do believe Combat Shotgun can be a good partner for your Assault Rifles too. Your class reloads everything faster and it's considerably lightweight, why not?

At the lower difficulties Commandos generally buy Crossbow with SCAR, yet xbow becomes pretty ineffective at Suicidal and HoE difficulties, no need to add it's slow, heavy and expensive too. I know it's still good for picking up Husks and Sirens from a distance but only if, they're NOT meat shielded.
Don't throw me garbage about how xbow can pierce multi targets and blow the head, when they're meatshielded by a Scrake or FP; you can hardly guess it, unless you can play this game eyes shut --which you can't.

Asking about M4 w/ M203 attachment? I doubt you gain any benefit from it at all. I read ScaryGhost's post somewhere, he said the same thing. Please feel free to fix me.

2. Is the perk viable on HOE? I've heard discouraging things regarding Demo's and FB's.

A level3 'mando can do pretty well at Suicidal or HoE as long as other peeps have a good plan and hole up position, I've seen it more than once.

Firebug slims the crowd and slows them down by crisping them. Demos can gib the crowds from a far and kill Fleshpounds "piss easy". The point is that; Demo can cause large smoke clouds if he spams everything and misses alot, Firebug causes framerate drops on high delay games.
Both classes are hated, because they hinder the view and cause lag. For my sight both classes are awesome.
A good Demolition is a must for higher difficulties killing large hordes in a blink; keeping others safe and away from big trouble.
Firebug is essential for cutting up the horde from a distance, breaking enrage of big targets, crisping them; adds bonus damage against all kind of attacks.

At that scheme, to be honest Commando hardly fits somewhere and his role is pretty situational; expanding zed-time for funneling teams, Zerk can j*rk off in the corner.

3. Tips on shooting? I tend to go single-shot unless facing down a scrake.

As long as you are keeping your headshots accurate from a distance, no need to use full automatic. Full auto is just for when you are cornered or found yourself face to face with a large crowd. In those cases, Full-Auto is your answer.

Dual Assault Rifle setups are nice against Scrakes. Wish they keep the old SCAR damage but anyway... unload a half or quarter mag to Scrake's head, do some trash cleaning with the rest of the bullets, then reload and unload the whole magazine to its head.

4. Stalker tips? I cannot for the life of me figured out a strategy of taking them down before my teammate spam wipes them all out. I've seen level 6 mando's. They exist. How did you get there?

If your friends are eager to kill Stalkers before you do you better deal the stalker or crawler flocks with full-auto Assault Rifle. My friends always offer me to play solo as Commando or another class carrying an assault rifle to kill stalkers ie.Demolitions Expert. Grinding Commando on online play is a hard and slow progress.

5.I've read some of the guides, and know that 'Mando's should focus on dealing with the small annoyances (Crawlers, Stalkers, etc.) so that the rest of the teammates can deal with the bigger stuff. Any additional tips for the harder difficulties?

As a 'mando you'll always have a limited space to run since you only shine when your team funnels somewhere. Remember you should pin down Stalkers or Crawlers spawn points at the room you holed up. So zerks, sharps and demos will appreciate your work.

Supports can do the trash cleaning better but they don't have plenty of weak ammunition to do it. Your mission is making hard-hitting classes' life easier for them to focus on big targets. Support and Zerker can deal with the horde alone. If you want to stay safe'n'sound; stay close to demos and sharps as they have no viable way to fight back from mid-close quarters.

Remember that, if; all close possible targets cuts eyesight from the Fleshpound before enraging. He'll choose the closest target and follow him. In those cases if everybody is behind a cover it's useless to dive in and try to kill Siren, as Fleshpound can maim you badly. Always have a Plan-B.

Plan-B is generally "We're screwed! Leggit!". Even you should stick to funnel/hole-up teams, Commando has an average mobility to run-and-gun and kill the horde. When someone dies in the room, especially at high difficulties the team will end up getting wiped. At a situation like that keep calm think about the closest funnel point you can think and if you have a mic tell others to follow you to there. When someone dies at the room that means you'll get overwhelmed faster, you should kite the horde by cutting it up then position yourself at a different place, so you can welcome them easily. (Sometimes I wish Commando gets some movement speed bonus thou...)

Being a Commando doesn't mean you should totally ignore or slip away from Fleshpound's hands. When a big target approaches you should sneak from behind and cut up the horde following him. Expanding zed-time is invaluable for the team when a big target approaches; at that times killing the Siren behind the Fleshpound and doing a trash cleaning is always needed. Go full auto and run on the horde, kill Sirens and Husks. Killing Husk is more important priority if there's a Firebug present --as FB can toast the Siren easily among the crowd.
As you cut the trash mob behind the FP it will be easier for your team to handle or focus fire him.
Take attention and kite Scrakes and avoid the attention of Fleshpound. In case you have no hope to escape, just take attention of Scrake and position him between FP and yourself, watch your possible escape route and so you don't get overwhelmed by the mob. In case FP enrages he'll run past and damage Scrake which will have him retaliate against FP. Pray that your Sharp didn't locked on Scrake's head thou.

Thanks for your time!

You're welcome. I think I covered all. Commando class is a weak trash killer who excels in expanding zed-time, being a counter-part to zerker which would never leave the team behind.
 

the 1st wasted

FNG / Fresh Meat
Jun 17, 2010
272
312
0
Europe
Hello all! While I'm not completely new, I tend to play KF in 'stages'. While I like the game, I just can't find a class that really suits me, and that I find enjoyable in the long run. After recently getting every class to level 3 in an attempt to find one, I've settled on the Commando. In doing so, I have a few questions for the high level commandos floating around.

1. Weapon setup? I play mostly normal/hard since its tough to find a group that doesn't kick level 3's at higher difficulties. I normally go Bullpup/AK for the first half, and AK/Scar for the second half. What are your normal setups? Do you use any non-mando weapons?

I find the AK/Scar to be the best. The AK is good for headshots and mowing down crowds. The Scar is more for accurate shooting.

2. Is the perk viable on HOE? I've heard discouraging things regarding Demo's and FB's.

Very viable on HoE, just try not to shoot Scrakes and FPs unless absolutly needed.

3. Tips on shooting? I tend to go single-shot unless facing down a scrake.

The AK is good on full auto due to it's low ROF, Scar can be used both ways as long as you do short controlled bursts. I run full auto 99.9% of the time with both, and never have a problem with ammo.

4. Stalker tips? I cannot for the life of me figured out a strategy of taking them down before my teammate spam wipes them all out. I've seen level 6 mando's. They exist. How did you get there?

On most maps they tend to come from certain places more than others, also make sure you have a good long view so you can get them before they get close enough for the other players to be in range.
In most cases if you ask the team to leave them for you, they will.

W. London: Bridge by Church, and high area on back road.
Biotics lad: Double stairway down stairs, and room at the top of thsose stairs.



5.I've read some of the guides, and know that 'Mando's should focus on dealing with the small annoyances (Crawlers, Stalkers, etc.) so that the rest of the teammates can deal with the bigger stuff. Any additional tips for the harder difficulties?

Thanks for your time!

If something big breaks through, then stay focused on the front line. It is the Commandos job to try and hold it while the other players are dealing with whatever got through, (normaly Scrakes and FPs).
 
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Jamini

FNG / Fresh Meat
Feb 10, 2011
63
16
0
Hello all! While I'm not completely new, I tend to play KF in 'stages'. While I like the game, I just can't find a class that really suits me, and that I find enjoyable in the long run. After recently getting every class to level 3 in an attempt to find one, I've settled on the Commando. In doing so, I have a few questions for the high level commandos floating around.

Welcome! Commando was my first level 6, and is still my favorite class to play (just before Demolitions, Sharpshooter, and Medic) to date. If you don't mind, I'd be glad to help.

1. Weapon setup? I play mostly normal/hard since its tough to find a group that doesn't kick level 3's at higher difficulties. I normally go Bullpup/AK for the first half, and AK/Scar for the second half. What are your normal setups? Do you use any non-mando weapons?

90% of the tme I find myself going with the AK47/SCAR. With the SCAR in single-shot and the AK on full auto, you have enough firepower to last an entire wave easily.

For non-mando weapons I find the M32 and the M4 232 useful, assuming our demolitions is willing to grab one for me. The M32 is wonderful for clearing crowds of clots (and can detonate chained grenades) and the M4 232 is a good replacement for spamming the AK47, while also giving the umph of the M32. Mind the reload on the grenade.

2. Is the perk viable on HOE? I've heard discouraging things regarding Demo's and FB's.

As a trash-clearing perk, Commandos are one of the preferred classes on HOE for non-kiting teams. Good commandos can do wonders for a kiting team as well.

3. Tips on shooting? I tend to go single-shot unless facing down a scrake.
1. Aim for the head.
2. Aim for the head.
3. I normally go single shot on the SCAR and swap to the AK47 when **** gets real. 90% of my kills are single-shots (with maybe a 60% headshot rate.) and I rarely run out of ammo mid-wave.

4. Stalker tips? I cannot for the life of me figured out a strategy of taking them down before my teammate spam wipes them all out. I've seen level 6 mando's. They exist. How did you get there?

Offer to hold a side that spawns less zeds by yourself. The back of the west london tunnel (near the grate.) is an amazing place for leveling mando. Use your range and stalkervision to your advantage, and watch the kills slowly rake in.

It takes forever.

5.I've read some of the guides, and know that 'Mando's should focus on dealing with the small annoyances (Crawlers, Stalkers, etc.) so that the rest of the teammates can deal with the bigger stuff. Any additional tips for the harder difficulties?

1. Focus on the zeds that other perks have problems with.

Sharpshooter - Anything smaller than a siren
Firebug - Gorefasts, bloats, husks
Demo - Crawlers, Stalkers, Sirens
Support - Anything not in a group
Medic - ... everything.
Zerker - Cralwers, Sirens, Husks

2. Don't shoot big stuff unless you can kill it in one clip.
3. Try and get around FPs and SCs to keep up the trash clearing.
4. Cover teammates when they reload, THEN reload yourself.
5. Get as many zed-time extensions as you can. We only share extensions with the zerker, and we are better at it. Abuse this power!

Thanks for your time!

You are welcome.
 

OneoftheLost

FNG / Fresh Meat
Dec 6, 2011
23
1
0
Thanks for the replies everyone! I've got a good strategy now, and hopefully once I hit level 6 I'll have the skill to deal with Suicidal+

Thanks again for the informative write ups. Just found the spots you guys mentioned in regards to the stalker spawns.

One final question, how do you guys deal with the 'Mando's run speed? As someone who normally runs Medic or Zerker, the Mando is brutally slow when you are running from a scrake or another zed with 2 rifles. I feel like they get cornered MUCH easier with a full loadout. Is this one of the reasons Mando isn't suggested for 'roaming' groups? or am I doing something wrong?
 

Steeps

FNG / Fresh Meat
Dec 14, 2010
251
87
0
USA
It's great to have a commando with a berserker team because they can eliminate all of the crawlers and sirens to make the waves go so much quicker. However, there is no way you're going to keep up with a zerker and medic so you're best off telling them to slow down a bit and wait for you. Otherwise you're probably best off tagging along as a berserker or medic.

It's also best to stay in the middle of the pack because you don't have the super resistances and anti-clot grab that they do. They might dive through a mob of zeds and come out with only a few scratches but you're unfortunately too fragile to try and attempt something like that. ;)
 

OneoftheLost

FNG / Fresh Meat
Dec 6, 2011
23
1
0
Ah ok, thanks for the headsup!

Lot to learn with the 'Mando class. Although I guess that can be said for any class...

:D
 

Azukki

Grizzled Veteran
Jul 7, 2009
1,518
130
63
For some reason I feel like categorizing the uses of commando weapons, so here goes.
Specifically thinking about each of these situations might be useful to planning out your tactics, or something like that.
These suggestions/information is all just my opinion/experiences, not claiming it as law or anything. It's bound to even be wrong outright about some things.
Spoiler!

Spoilers for anyone who doesn't care for this sort of rambling.
 
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Islidox

FNG / Fresh Meat
Dec 8, 2011
252
29
0
NJ, USA
I think most ppl here have covered all the bases regarding commando.

My personal experience as a commando (currently lvl 4 and working on it on and off) is that the AK47/SCAR combo is the best way to go plus a .44 Magnum whenever possible. Work as a Sharpshooter and aim for headshots, but don't develop tunnel vision (an issue I have with commando) and have the trash zeds sneak up on you. I usually run out of AK47 ammo (my main weapon used) with plenty to spare with the SCAR. I don't use the SCAR unless it's for bigger specimens (siren, husk, scrake, FP), incoming stalkers and ran out of ammo in my mag for the AK47, or for those oh s*** moments.

As far as stalker removal, my stalker count is actually ahead of my damage. Maybe it's due to the fact I camp at stalker locations, or I conserve my shots instead of firing full-auto all willynilly like other commandos do, or maybe it's because I let my teammates know to leave the stalkers alone to me and they oblige. Either way, it doesn't matter once your commando perk is at a higher level as you can spot stalkers better than your teammates can detect their shadows on the ground and take them out.
 
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Zeotrix

FNG / Fresh Meat
Dec 10, 2011
11
1
0
I would get a Scar + M4/AK until wave 6, and at wave 6 I have enough cash saved up to sell the M4/AK and get a crossbow, and use the Scar/Crossbow combination, it really helps with scrakes.
 

playmaker_41

FNG / Fresh Meat
May 3, 2010
128
1
0
30
Canada
Heres an unusual setup that I use, probs from my normal perk as an SS

SCAR/Xbow: Single shot SCAR to take out little guys, Xbow scrakes

This way, you're not like "***k" when a scrake or a really far Husk or a Siren shows up
 

someguyhunter

FNG / Fresh Meat
Aug 20, 2009
91
18
0
kill crawlers and gorefasts first whenever you can. those 2 zeds are responsible for the MOST armor loss in almost every game.

for stalkers try manor. the wooden dock area spawns TONS of stalkers. just camp there.

i like bullpup over the AK now just for the HUGE 50 bullet clip and almost non existent recoil. however m4 + scar is superior. scar + ak is ok too but scar xbow beats all.

if you feeling like you got enuff money, or you got level 6 commando/demo, try buying a m32 with a scar. you get reload bonus for the m32 nade launcher and you can use it for crowds and fps.
 

naksiloth

Member
Dec 29, 2010
432
14
18
Thanks for the replies everyone! I've got a good strategy now, and hopefully once I hit level 6 I'll have the skill to deal with Suicidal+

Thanks again for the informative write ups. Just found the spots you guys mentioned in regards to the stalker spawns.

One final question, how do you guys deal with the 'Mando's run speed? As someone who normally runs Medic or Zerker, the Mando is brutally slow when you are running from a scrake or another zed with 2 rifles. I feel like they get cornered MUCH easier with a full loadout. Is this one of the reasons Mando isn't suggested for 'roaming' groups? or am I doing something wrong?

'Mando isn't suggested for roaming groups. Your assault rifles ARE pretty ineffective against big zeds -inb4 someone bickers about how commando is capable of taking down a Scrake at HoE; I'm aware of it Capt. Obvious. It doesn't change the fact that you need more than one whole magazine to take out a Scrake and there's more than one at the late waves.

Most of the time you find yourself carrying dual assault rifles or one assault rifle with a strong sidearm. That generally fills your whole carrying capacity and slows you down, so you can't deal with the large crowds on open areas. End up staying back, being overwhelmed if rest of the team follows a random direction.

So, until TWI decides to boost Commandos speed in some way it's not viable to pick him if rest of the team are roamers. I once suggested it but ended up getting lots of negative votes. However I think with the recent patches and new weapon there should be a viable gear up build for Commando to be a part of the roamer team, just I can't quite think about any possibility.
 

Steeps

FNG / Fresh Meat
Dec 14, 2010
251
87
0
USA
I personally wouldn't go SCAR/Xbow because an unperked Xbow on HoE and suicidal is not very effective at dealing with scrakes. On hard and lower you might as well play sharpshooter if you want to use the Xbow because on these difficulties xbow sharpie is overpowered. Commando should focus solely on killing the trash zeds.
 

djw

FNG / Fresh Meat
Aug 14, 2011
164
12
0
Commando was my first and currently only perk level 6. It's still my favorite class. When I was a level 3 commando I used to just use the bullpup until I could get a SCAR. But still would use the bullpup heavily on normal and hard. Looking at the figures for HoE you're better off with the AK/M4 due to not being able to take a head off in one round.

The bullpup is very cheap to use. It's not very accurate so it's good for controlled bursts or just spamming at a mass of trash heads. Those health bars a very informative if you have a demo or FB blocking the teams view.

The SCAR I personally leave on full auto, since I can single shot with it.

The AK I tend to set semi. I don't like having a pair of Bullpup/AK/M4 since they're on the same button to select.

My objective would be to save up for pipe bombs at the later stages to get rid of FP so I'd only use the SCAR on sirens and husks to save money. I would always try and find a Sharpshooter to team up with and protect them from the trash, so Scrakes weren't a problem.

Stalker spawn from the same place as crawlers. I would look for crawlers then find stalkers. Once you get to level 4 you have a useful range for seeing stalkers and health bars, then it becomes easier to kill stalkers. Also knowing how much health a Scrake has means you know if you should attack it.

Knowing the other classes really helps. Zerker hates crawlers, Sharp need protecting to line up xbow shots, demo needs protecting whilst reloading, etc.

For using off perk weapons, I get the M32 for wave 10 and 11. But even staying within perk for the last waves can really help a team if they only have heavy weapons. I've finished off quite a few Patriarchs with the SCAR.
 

HCX

FNG / Fresh Meat
Feb 24, 2010
58
12
0
I'm a level 6 everything who rather enjoys playing all the perks. I almost always play with the same pool of buddies though, so it'll probably be more difficult on your end and I can't really give you any pointers for playing roaming games.

1. Weapon setup?

Typically, I stick to the AK (that L6 spawns with) for the first 2-3 waves and then grab a SCAR. I use the AK on semi-auto as my primary weapon for decapitating trash and leave the SCAR on full-auto as a kind of emergency weapon; it's what I use if I need to quickly kill a siren/husk or can't stop to reload the AK. I've long had the habit of grabbing a machete as well for fun but the new revolver is also a blast with Commando's reload bonus.

2. Is the perk viable on HOE? I've heard discouraging things regarding Demo's and FB's.

Commando is very useful on HoE if you're good at scoring headshots and maintaining awareness though like the other perks (to various extents), his usefulness depends on the team setup. If your team is having trouble pushing back the smaller stuff, he'll be an asset. If half your team is playing Support, probably not so much.

Demolitions can usually kill a fleshpound with ease using only a pipe bomb and a pair of grenades so they're certainly viable. They can also set up fallback positions with pipe bombs or help push back against smaller zeds. Their main drawbacks are that they're damned expensive and prone to getting mobbed but those aren't so bad if you have a good team to fund/defend him. If you're playing random games however, I'd lean toward something more flexible.

Firebug I've often found underwhelming for HoE but I think that has more to do with my group's play style than anything. In good hands, he can cut a crowd down pretty quickly, especially when the flamethrower's squirts penetrate crowds. It also helps when you have a long but narrow chokepoint like the one at BioticLabs' starting position. Fun fact: there's a crazy 'bug here on the forum who won a solo HoE game on Offices.

3. Tips on shooting? I tend to go single-shot unless facing down a scrake.

That's the way to do it. I'd also recommend you practice how to head-shot from the hip if you don't already. It helps with making rapid head-shots on a group and keeps a wider range of vision so you're less likely to be blindsided. It's especially handy on the run or if you have to keep switching positions.

I've probably already repeated what was said by others above a bunch of times so I'll just leave it there.