Hello, this is XboxAhoy and this is the thirty-fifth episode of my Black Ops weapon guide.
Thankfully not the perk, but the gun:
In this episode we're covering the Commando.
It's a fully automatic weapon, unlocked at level 44.
The Colt Commando is a US weapon, a shortened variant of the M16 platform and a precursor
to the M4 Carbine.
The specific model that most closely resembles the one seen in Black Ops - the Colt Model
733 - was introduced after 1982, although there did exist similar weapons during the
Vietnam conflict.
The Commando has its roots in the AR-15 platform designed by Eugene Stoner for Armalite in
1957: In 1959 the rights to the design were sold to Colt, and they developed the design
as the CAR-15 series.
The platform was broadened to fit different roles - and a short-barrelled carbine variant
was designed to fit an intermediate niche between full-sized rifle and SMG.
The first such shortened CAR-15 emerged as early as 1962, and by 1966 Colt introduced
the 'Commando' appellation to their carbine designs.
One such Commando design - the model 610 - was designated as the XM177 by the US Army, and
the designs that followed would lay the basis for the XM4 in 1988 - the very carbine that
would eventually become the M4.
The Commando fires the NATO-standard 5.56mm intermediate cartridge, the same as the M16.
Magazines are, again, the same as used by M16 rifles - and although modelled after a
20-round mag will hold 30 rounds in-game.
Extended mags will give you 45 rounds instead.
The Commando is a moderate-high damage weapon, on par with both the AK-47 and the Galil.
You'll kill in 3 shots to the body up close, or two to the head - and at a distance you
may need up to 4 shots to kill.
Like the other high-damage automatic rifles, rate of fire is moderate - 750 rounds per
minute.
Because of this slower rate of fire, and a generally low level of kick: recoil is fairly
mild on the Commando.
Its actual performance is identical to the AK-47 - but the AK's visual recoil is quite
severe, meaning the Commando will feel much more stable during automatic fire.
Aim time is standard for an assault rifle, at 250 milliseconds - and reloads are the
second fastest in its class, at 2.05 seconds.
The usual assault rifle attachments are available for the Commando, with few surprises.
The optical options replace the weapon's iron sights with an alternate means of aiming:
and the red dot sight is a versatile close-range optic that grants an all-round view on target.
The reflex sight is functionally identical, with only a visual difference: both sights
will improve your view around a target, potentially speeding up your ability to adjust when tracking
a moving enemy.
The ACOG scope grants a zoom advantage, allowing you to pick off distant enemies with a precision
crosshair.
It will slow your aim, however - and increase recoil, so to hit targets successfully you
will need to burst fire.
The Infrared scope is similar in effect, providing a zoomed view while highlighting most enemies
in bright white.
Again, it will slow your aim and increase recoil - needing careful fire control and
making the weapon generally harder to handle overall.
Dual Mags will grant you a faster alternate reload, and an increased starting supply of
ammunition.
Both traits are useful, with this attachment serving as a passable alternative to both
Scavenger Pro and Sleight of Hand.
Extended mags will give you 45 rounds per reload instead of 30 - useful when facing
more than one opponent at once, or for those who don't like reloading after every single
kill.
The suppressor will keep you off the minimap when firing, essential for any stealth-based
tactics.
You do lose a portion of your effective range, but the higher damage of the Commando means
you'll still kill quickly at middle distances.
The underslung weapons behave as you'd expect - the flamethrower being the most interesting
from a visual perspective, with the M16-style heatshield applied to the front of the weapon.
It is an entirely aesthetic difference, however - with the attachment doling out close-range
immolation as per any other assault rifle.
Ditto for the Masterkey: a close range option attached to the underside of the weapon, but
neither this nor the flamethrower are a compelling choice given the Commando's versatility.
Finally, the grenade launcher offers an explosive option: 40mm grenades following a parabolic
arc, useful for tackling objectives or for non-line-of sight usage near busier chokepoints.
Overall, I'd recommend Extended Mags with the Commando: its lower recoil making it ideal
for sustained automatic fire.
Otherwise, the suppressor works well for a stealth class - or the red dot sight, should
you seek aiming assistance.
For our build with the Commando, we'll be constructing a class designed for continuous
aggressive assault: supply and speed being our two watchwords.
Our first perk - Scavenger - will keep you supplied with a steady stream of spare magazines
and grenades, allowing you to dispense your supply with little worry for your remaining
count.
Scavenger Pro will increase your starting supply of ammunition, and make it almost impossible
to run dry as long as you collect the packs left by your slain opponents.
Our second perk - Sleight of Hand - will help ensure you're not caught short during a reload,
and enhance your ability to dole out sustained fire.
Sleight of Hand Pro will also halve your aim time, making it easier to compete up close
with nimbler opponents.
Our final perk - Marathon - will buff your endurance, allowing you to sprint for longer
than usual and reposition often.
This will allow you to keep up offensive pressure, and will help ensure that you can reach powerful
positions before your enemy is able.
For your lethal grenades, semtex makes a fine pairing with any offensive class - along with
concussion grenades in your tactical slot.
Your equipment and secondary are both up to you - when using Scavenger in your first perk
slot you do benefit from greater freedom, as you're unlikely to run out of ammunition.
The M72 LAW is an ideal choice, giving you the ability to despatch air support, or to
suppress groups of enemies travelling though tight chokepoints.
The Commando is a versatile weapon with favourable handling characteristics.
Rock steady under automatic fire and dealing consistent damage out to a middle range, it's
an excellent weapon for any aggressive player than demands consistency in their loadout.
It doesn't lack speed, either - with a fast reload and serviceable aim time and hipfire,
the weapon is adaptable and suited to almost any situation.
However, facing a specialised weapon on its own terms can be troublesome - going toe-to-toe
with an SMG up close may not always end in your favour.
Ideally, you'll enter any gunfight aiming ahead of time and anticipating your enemy's
movement - but should you be taken by surprise the Commando may start to show its weakness.
Still, it might not be the most deadly weapon in a close-range gunfight, but the Commando
shines at a middle range, and handles in a pleasingly consistent manner.
If you seek a rifle that you can rely on in nearly all circumstances, equip this versatile
weapon...
and command your team to victory.
Thanks for watching, this has been XboxAhoy.
Join me next time, when I'll be covering the China Lake.
Until then, farewell.