As a Commando, good handling is required. Of course, everyone needs to find his own, but there are several points that should be considered. But let's begin with the basic, the mouse sensitivity. Every Commando weapon does not have much munitions, so you need to hit your target with nearly every bullet. I recommend a mouse sensitivity of 0.6, a yaw (left-right) and pitch (up-down) factor of 1. It may take some time until you get used to it, but your accuracy will be increased.
The second important point are the hotkeys. I use the default settings for movement with some minor changes. Emotes are at V and the face camera at G. My equipment bar looks like this:
Some ability’s need to be used in combat, for example Piercing Shot or Elixir and widgets like Tonic. Those get a hotkey next to your movement keys, here F, Q and C. Stealth and Mark Target are mostly used while not shooting, so I've put them on mouse wheel up and down. Bandages are used after a fight, so they can get T. If you are playing without a sniper rifle, I'd put Troop Trap at F, but in case you need Piercing Shot, it will do good on 4.
Every weapon for Commandos has it's advantages and disadvantages, but all of them are useful if you could handle them. Below is a list with all weapons. If a weapon is not listed it is only a reskin of one below. If you click on the icon of the weapon, you'll get directed to the stats. All stats of all weapons can be found in M1k3ol's weapon guide
Konrad's Knife/ Royal Knife
The knife belongs to your default equipment and does a good job in melee combat. Easy to handle it can deal a high amount of damage. But in high-level servers most people got abilitys to get out of range, so this weapon lose its effectiveness. Good for the beginning, I recommend to change to another weapon later on.
The Gourmet/ Oskar's Farshot
This rifle also belongs to your default equipment. It has a high rate of fire and high munitions, but only deals a small amout of damage per shot. It may be effective with Piercing Shot, but I do recommend to pick another rifle.
The Groundbreaker/ Roderick Rifle
Sometimes called the fast or short range rifle, this weapon has a very high rate of fire. With a very low recoil the holder is able to spread out the bullets. But without Piercing Shot at level 3 or higher, it is definitive not worth it. The small damage is comparable with the long range pistol.
Stefan's Sharpshooter/ Pipsqueak's Popper
Even called the long range or slow rifle it deals the highest damage per hit. A high recoil and a slow shooting speed makes it hard to hit your enemy twice. But with a bit practice you can deal a lot of damage, even without Piercing Shot. It is useful for lower levels, so you can spend your hero points somewhere else.
Florenz' Flurry/ Garreth's Custom
Better known as the short range Pistol, this weapon is deadly in close range. It has burst fire and shoots three bullets at one time. The small magazine makes your ammunition rare. Try to get close to your enemy and keep in control of the fight. With some practice, this weapon is a deadly choice.
Ludwig's Loaded/ Carl's Cold Comfort
This weapon is kind of a special one and most people do not use it. It's most effective in mid range combat, but also does a good job in close range. A high rate of fire and low ammunition make it hard to handle, but with some training this weapon is worth it. To get the advantage, combine it with a long range weapon and Troop Trap
Gerhart's Greatest/ Harry's Hand Cannon
Also known as the long range pistol, this weapon is totally overused by both Commandos and Soldiers. High accuracy and a high damage in long range make this weapon hard to exceed. If you do not like sniper rifles, it's useful to have it in your equipment bar.
TEC-9 / Micro-SMG
This full automatic weapon is comparable to the short range pistol. Instead of a burst, it fires the whole magazine in less than a second. The damage in very low and the accuracy miserable. It is only useful in melee range but then even worse than a knife. I do not recommend buying this weapon.
Hector's Hatred/ Jack's Cloudmaker
Sometimes called the pirate pistol, this weapon can only shoot once before reloading. With a very high accuracy and damage it is a deadly choice in long range combat. If you are able to aim with a pistol, it is the perfect weapon to open or end a fight. Shoot once and then swap to your primary weapon is recommended.
Your third default weapon is this anti-tank one. If thrown it sticks to the non-human objective. It is mostly used to destroy tanks but also useful to jump higher. The damage at infantry is very low, so I do recommend use it as anti-vehicle only.
MGL140/ M32 MGL
Better known as the grenade launcher, this explosive weapon is a good anti-infantry weapon. The average damage is compensated by a high rate of fire. Sometimes it is used to jump above everything and get a good view on the map. I personally do not play with the grenade launcher, but it is a good alternative to the default TNT.
In case the guide would get much longer than it already is, I do not add the ability stats. But if you want to know exact numbers, just click on the icon of an ability.
Everyone begins with one point on Stealth. It makes you invisible for enemy's out of range. The range and cooldown decrease with every level-up and it should be your primary ability for most of the play-styles.
Mostly used as a travel or runaway ability, it provides you with a small shield and a movement boost for a short duration. If used, you get a blue trail and some smoke appears. Use the smoke to confuse your enemy's but take care of draw attention of others if using this ability.
As the name says, it marks the enemy for a short duration. You will see their silhouette if they move behind cover and enemy Commandos can get revealed from Stealth. With level three you are able to mark two target at one time, and with level five you can mark up to three enemy's per use.
This ability creates a small mine which explode if an enemy gets too close or it is shot. They also deal some minor damage to vehicles and can be used to push them forwards. Since the last update they also deal a small amout of poison damage to enemys. Take care of not hitting a teammate.
When using a rifle, this ability increase the damage. If used, a small crosshair will appear above your head, so enemy's may be warned. It only lasts four seconds at every level, so do not waste them.
If activated, it increases the critical hit chance of your knife and adds a poison that deals damage over time. In case it only works for melee range, what makes you unable to spam it and it cancels all other ability's, I do not recommend it. Better spend one point in Elixir than five in Poison Blade.
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