The commando is the worst weapon the UNSC has ever fielded

I do better with the commando at med to long range.

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The Commando is what you get when someone goes, ā€œwhat if the DMR and SAW had a baby?ā€

When you’re in a game where you can tell your server connection is really good, the commando can make you unstoppable

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Bloom gone doesn’t mean recoil isn’t gone. If you full auto it, it will still kick and still do bad damage per shot compared to BR.

In every case, nothing will stop it from being worse than the BR. If that’s the case I would rather the Commando be reworked into a full fledged Mid Ranged rifle with good damage per shot but lesser range than the BR.

The Commando is quite literally the Sidekick with a longer nose and can spit further, but SK dominates it with superior fire rate, ammo economy and lesser recoil.

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Like I’ve mentioned, even if you are top of the skill ladder and are landing every shot, the Commando’s Ammo Econ just reigns it back unnecessarily.

I just hate how this weapon has literally no breathing room for its usage design, and note this was never the intended state of the Commando: 343 unjustly nerfed it coming out of Flights citing that people were saying ā€œit’s too strongā€ when there have been barely any feedback threads regarding the Commando back on old forums.

People were more interested in getting the AR nerfed but they slapped the Commando instead.

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I rather the forerunner weapons in halo 5

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The year is 2560 and they still use basic guns.

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Stop using Lucid/other pros as an example. The Commando is unusable/barely viable for most people.

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Look buddy the rest of us play against other players not bot bootcamp

So how exactly does that explain how such a rifle was reintroduced and manufactured in massive quantities on the Infinity only a few months after H5?

Where did all the stocks of DMR’s go?

You’re meaning to tell me that a long dead enemy of the UNSC was able to use their inferior resources to make a worse gun and the UNSC was so humbled by it they decided to manufacture and field these guns to their own soldiers almost a hundred years after its conception? Where did you get all this information?

Thanks for that, your comments are alot more interesting than a few of the other ones on here. I just find it strange that the UNSC has been using the NATO 7.62 for 5 centuries with dozens of different tried and true weapon platforms but decided to downgrade to a smaller bullet that packs less punch and is far more inaccurate than other popular rifles. Also are the mags of the Commando double stacked? It seems like its just a long single stack feeding system which is hilarious if it is cause that just shows the designers of the gun don’t know anything about designing assault rifles. :rofl: I can’t think of any modern assault rifle that features a single stack feeding mechanism besides the civilian downgrade versions.

The Commando just seems like 343 wanted to make a new weapon that was so different for the sake of being different but they ended up making the single worst UNSC weapon in existence.

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Let’s not sit here and pretend like the lore justification for the DMR existing in Reach but not the original trilogy isn’t super janky. The lore justification for the existence of the BR and SMG in H2 but not HCE is also just sort of ā€˜meh’ too.

There’s never a perfect story reason for the sand box to switch up, but that’s never stopped it in Halo before.

And also, I’m in the commando fan club. That thing slaps

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My theory is that they wanted to make a replacement for the Covenant Carbine, but wanted to introduce it in a way that made sense, so they created the Commando.

If you consider the old unnerfed TTK and the mag size, it matches the Covenant Carbine almost perfectly.

In fact the old unnerfed shotcount for bodyshots is 10 shots, which becomes clear why the Commando only has 20 rounds in the mag with 40 spare on spawn. It was designed to be a marksman rifle which spams and achieves easier kills than the much stronger and reliable BR.

Aaaand they nerfed it.

I like the commando though but I guess needs a little bit of damage, because if you fight a commando against a AR, AR wins because of more bullets and speed; we can still evade the shots of a AR but people spam AR a lot, I wish that this commando could be more slower and powerful, make the commando as a DMR or add new DMR to game

Also, Commando looks like a CoD Weapon xD

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You are wrong it sucks balls

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What I don’t understand is why some of the weapons have the amount of recoil they do if you were playing as a regular human it would make sense but you’re not you’re playing as a freaking Spartan and they can flip vehicles

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The Commando isn’t a bad gun.

The issue is that with how Bloom and Damage-Per-Second is with your two starter weapons, you don’t really need to pick it up for any reason other than ā€œI am out of ammo.ā€

If you are looking to use weapons for close-quarters scenarios, the Assault Rifle and Sidekick out-perform the Commando Rifle with the sheer amount of damage they deal in rapid succession. And due to how low of a zoom feature it has, you aren’t going to use it as an accuracy weapon for distance engagements when you have the option of a Battle Rifle during that match.

It is a good weapon, but sadly the starter guns you have already make it weaker than normal. And I have a solution to this - We should spawn with the Commando Rifle and Sidekick.

Given how the Assault Rifle has been made into an all-around stopping machine, it is no longer just a stock weapon that is incentivized to be traded out for something better like it was in previous Halo titles. A good starter to deal some damage with, but you always found yourself dropping it in favor of something else. Halo CE you dropped the AR and kept the Magnum. Halo 3 you dropped the AR in favor of something else… and you would likely also drop the Halo 3 Magnum eventually. Halo Reach it was actually could hold its own a bit more. Halo 4 and 5 had it be a viable close-quarters weapon.

Halo Infinite has boosted the AR up to 11, so I propose that instead of having the CR spawn in a box, we should instead have the AR be a pickup and the CR be a starting weapon; incentivizing players to grab up guns and letting the weapon have a moment to shine on its own before being traded for an upgrade.

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I won’t mind spawning AR + Commando. It will be like older Halos with one main precision and main CQC weapon.

We can shift SK only starts to FFA and Ranked to encourage scavenging even more instead.

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I’ve seen people talking about this and I’m confused, how are the racks random?

In every ranked game it’s always the same, and in socials there’s like 2 variants of each map in terms of rack layout, no? I don’t play much of the new btb, but I routinely saw the same weapons spawn in the same places on those maps too, just like in qp. Am I missing something?

In my experience the thing really shreds damage wise. The bloom really kills the gun if you want to use it as a rapidfire precision weapon for that superfast ttk, but you can just full auto to the body to crack their shield, then tap fire for the headshot with minimal bloom. It’s a bit counter to how I want to use the gun, but it’s not completely terrible.

ā€œListen Six, Reach has been good to me, tell’em to make it countā€
-Spartan II Jorge 052