
While the Commando has a high damage per second against weaker ZEDs, they are neither tough or fast enough and lack any effective strategy to deal with Fleshpounds (with the exception of multiple grenades) and, to a lesser extent, Scrakes. Commandos must rely on their squad against such threats, instead clearing out the weaker ZEDs so their squad mates can focus on the larger ZEDs. Their grenades are powerful with a short fuse and do a lot of damage, but only to a limited area, making grenades the Commando’s best tool against Fleshpounds and for instantly clearing a tightly packed group of ZEDs when necessary.Īside from grenades, the Commando has no effective weapon against larger ZEDs like Fleshpounds with the exception to M203 grenades which, even with all the damage bonuses perk provides, still not as effective as dedicated Fleshpound killer classes such as Demolitionist. They are the best at dealing with Stalkers due to their ability to see through stealth, and are extremely effective against Crawlers. Maximum trash-killing efficiency is a high priority for any skilled Commando. The relatively large magazines of their assault rifles combine with a priority for damage-per-shot, which allows the Commando to neutralize large quantities of zeds both quickly and efficiently, with the most consistent damage at any range, and depending on the Commando player's discipline, in any given situation.

They should be close enough to spot Stalkers and reveal the health bars of their targets, but far enough away to stay out of reach.Ĭommandos carry large quantities of ammo and have rapidly firing weapons as well as have an acess to multiple cross-perk weapons from different classes, allowing them to put a lot of lead in the air and clean out weaker ZEDs while maintaing multi-task roles. Commandos should place themselves at the front of the firing line while simultaneously aiming to keep ZEDs at range. In addition to providing valuable information to your team, Commandos are masters of assault rifles, allowing them to deal with most weaker ZEDs with ease.Ĭommandos are a mid-range sustained damage dealer, effective against weaker ZEDs like Clots, Crawlers, Stalkers and even Husks. Both of these abilities have a limited range, but it increases with each level the Commando gains. Commandos can also see the remaining health of ZEDs, giving them vital insight on which ones are close to death or are close to becoming enraged. Commandos have the unique ability to make Stalker ZEDs visible to your teammates so they can be dealt with. The Commando is the eyes of your squad, providing vital information to your teammates while cutting down hordes of ZEDs. Numerous ZEDs have to be engaged methodically, and adequate knowledge of their attack patterns and mechanics is required to stay alive when isolated from the rest of the squad. A thing to remember: engaging blindly can get you into the trouble with EDARs, Husks and Bloats, which cause problems without passive resistances (damage, sonic and bloat bile), so keep an eye out and don't get blindsided. Berserkers can be powerful if used correctly, but learning to do so can be a challenge. Parrying is a vital part of playing an effective Berserker, without it larger ZEDs will be very difficult to deal with. A surrounded Berserker will get ripped apart in short order.

The Berserker’s grenades and Static Strikers release an EMP pulse that can disorient ZEDs, allowing the Berserker time to strike or escape as needed.īerserkers can get easily surrounded and overwhelmed if they don’t pay attention to their environment since they have to be close to the ZEDs to maximize their effectiveness. Berserkers are most effective against weaker ZEDs that they can hack down before the ZEDs can act. They can take a beating, dish our respectable damage, and most of their weapons never run out of ammo. Through sheer toughness or practiced agility, Berserkers can go toe to toe with even the most powerful ZEDs. A good Berserker will prevent the team from being overwhelmed by drawing the attention of incoming ZEDs and giving others the breathing room to fire. They are best suited to keeping ZEDs away from allies who need time or space to be most effective, particularly Sharpshooters and Demolitionists. They also posses night-vision and cannot be grabbed by Clots.īerserkers are most effective at point blank range, bashing ZEDs in the brainpan. Berserkers can use their melee weapons to block incoming attacks, allowing them to keep ZEDs at bay when things get hairy. All Berserkers specialize in close combat weaponry, but their perk choices let them focus on either being a damage resistant dreadnaught who refuses to go down, or a fleet-footed skirmisher dishing out violence by the truckload.

The Berserker is the shield that keeps ZEDs away from your squad by cutting them down like an overclocked lawnmower.
