The Commando (known as the Carbine in Call of Duty: Black Ops: Declassified) is an automatic assault rifle featured in Call of Duty: Black Ops and Call of Duty: Black Ops: Declassified. It was cut from Call of Duty: Black Ops II.
Call of Duty: Black Ops
The Commando is used by Alex Mason, Frank Woods, and other Studies and Observations Group members in multiple missions, the first being "The Defector," in which it has a Grenade Launcher attached. It is the main starting weapon for all campaign missions in Vietnam, with the exception of SOG. Friendly soldiers will drop them when killed (most of the time with Dual Mags or no attachments). It is seen in "Victor Charlie" with a Grenade Launcher attached once the SOG assault the Vietnamese village. In the PC version, it has the Tiger camouflage. It is used for the last time in "Crash Site" with an ACOG Scope attached.
The Commando is unlocked at level 44.
The Commando has an average damage profile for an assault rifle. At any range short of 37.5 meters, the Commando will deal forty damage per bullet, needing three hits to kill. After 37.5 meters, damage will begin to linearly decrease until fifty meters. At any range longer than fifty meters, the Commando will deal thirty damage per bullet, needing four shots to kill. The Commando has a three shot kill range of 45 meters. Headshots will reduce the number of shots needed to kill by one in almost all engagements. The Commando's damage and range is solid. The Commando enjoys an elevated three hit kill range over the Enfield, Famas, AUG, and G11. The Commando ties the Galil and AK-47 in terms of damage and range, and the Commando is inferior to only the M14, M16, and FN FAL in terms of range or damage. The Commando has medium penetration power, giving the Commando the ability to do decently when shooting through light surfaces, although thicker surfaces will prove to be too much.
The Commando is also one of the few fully automatic assault rifles that is a one shot kill at all ranges in Hardcore game types, making the Commando an extremely lucrative option in that game mode.
The Commando is fully automatic, and has a rate of fire of 750 RPM. 750 RPM is unremarkable. It's not strong, it's not weak.
The Commando's accuracy leaves a bit to be desired. The iron sights are very clean, but the recoil per shot is a little larger than most assault rifles. The Commando has recoil values of 60 to the left, 60 to the right, 60 upwards, and 30 downwards. The Commando will drift upwards with automatic fire, but also wobble from side to side. The Commando has a significantly larger recoil value to the left than many other assault rifles, with only the FN FAL having a stronger recoil value to the left. The AUG and AK-47 tie the Commando for having some of the heaviest horizontal recoil among assault rifles. The Commando's centerspeed doesn't help matters much, with the 1500 centerspeed being just average. The 750 RPM helps keep the recoil from getting too out of hand.
The Commando's handling characteristics are average for an assault rifle. The Commando allows users to move at 95% of the base speed, strafe at 40% of the base speed, aim down the sight in 250 milliseconds, and the Commando has average hip-fire spread. the Commando's reloads are among the quickest for all assault rifles, with the reload animation lasting 2.05 seconds long, or 2.55 seconds if the magazine is empty. The user can Reload Cancel after 1.55 seconds. This reload cancel speed is second only to the M16 among assault rifles. Reloads with the Commando are remarkably quick, softening the need for Sleight of Hand.
The Commando has an average magazine capacity of thirty rounds. The user has a starting ammo loadout of ninety rounds.
The Commando has the usual assortment of assault rifle attachments available to it. The Commando doesn't have much need for a Red Dot Sight or Reflex Sight, as the iron sights themselves are quite clean.
The ACOG Scope is a terrible attachment choice on the Commando, as the centerspeed is lowered to 1100 and the aim down sight time is slowed down to 350 milliseconds, the same speed as the LMGs. Avoid the ACOG Scope like the plague.
The Infrared Scope is similarly awful, lowering the centerspeed to 1300, heavily increasing idle sway, slowing down the aim down sight time to 350 milliseconds, badly reducing definition on the environment while aiming, and Ghost Pro users may as well be invisible when aiming. The Infrared Scope should never be used seriously.
Extended Mags increases the Commando's magazine capacity to 45 rounds, and makes reloads less common, as more of the starting ammo loadout is put in the weapon to start, and ammo is distributed across only three magazines instead of four. Extended Mags never hurts, but reloads aren't a sore spot on the Commando thanks to its quick reload speeds. Extended Mags' problem is that it has to compete with Dual Mags, which many consider to be better, but Extended Mags is the superior option if using Scavenger, as Dual Mags' advantage of extra ammo is negated in that instance.
Dual Mags makes every other reload faster, and increases the starting ammo loadout to 180 rounds. Dual Mags is easily the strongest attachment option for most assault rifles, and the Commando is certainly no exception. With Dual Mags, the need for Scavenger and Sleight of Hand is pretty much neutered.
The Suppressor reduces muzzle flash, makes the Commando sound much quieter when firing, and the user will not appear as a red dot on the Minimap when firing the Commando. However, the Suppressor badly reduces the Commando's range, as the damage drop-off will start at 12.5 meters and end at 25 meters. This gives the Commando a three hit kill range of only twenty meters, in line with SMGs like the MP5K and the AK-74u. The Commando's range is significantly dwindled, but twenty meters for a three hit kill remains somewhat capable for medium range combat, and with added stealth bonuses, the user can catch enemies off-guard more easily.
The Masterkey should never be used on the Commando, as the Masterkey on the Commando specifically has inferior accuracy and ammo loadout compared to the Masterkey on all other assault rifles. If the user wants to use the Masterkey, pick any other assault rifle to use the Masterkey on.
The Flamethrower is another close-quarters bolstering option that can be very useful for cleaning out a room full of enemies. Its pitiful range, delayed killing ability, and the fact that Flak Jacket Pro users are virtually immune to the Flamethrower badly holds it back, but it can be useful in a pinch.
The Grenade Launcher gives the Commando an underbarrel M203, with two grenades to fire at enemies. The Grenade Launcher is a fine attachment option that can be useful when fired into enclosed areas, or at enemies from below.
The Commando is extremely similar to the AK-47, as both assault rifles share the same damage profile, rate of fire, recoil, and centerspeed. The Commando has a superior reload speed, no gunkick, and the Commando's M203 Grenade Launcher fires faster than the AK-47's GP-25 Grenade Launcher. The AK-47 sways more slowly and has a much more effective Masterkey. Users should only really use the AK-47 if they really want to use the Masterkey.
- Extended Mags
- Dual Mag
- ACOG Scope
- Red Dot Sight
- Reflex Sight
- Infrared Scope
- Grenade Launcher
The Commando is available through the Mystery Box and is very effective when used in conjunction with Speed Cola due to both high accuracy and power. However, its high rate of fire may burn through ammo quickly, especially if the player is using Double Tap Root Beer.
When the Commando is Pack-A-Punched, it becomes the "Predator". It gains a 40 round magazine, Dual Mags, higher damage (one-hit-kill with a headshot until round 12) and extra reserve ammo. Compared to other Assault Rifles, it has higher damage while retaining its easy-to-handle characteristics, while its lower ROF can be redeemed via Double Tap Root Beer. Due to such characteristics, it is one of the more worthwhile assault rifles to Pack-a-Punch, along with the Galil and the AUG.
Commando vs. Predator
|Rate of fire||750 RPM||750 RPM|
|Reload||2.05, 2.55 (empty)||2.05, 2.55 (empty), dual mags, 1.7, 2.1 (empty)|
|Extras||Higher damage, larger magazine, more ammo, Dual Mags|
Call of Duty: Black Ops II
|The subject matter of this article was cut from the final version of a Call of Duty game.|
The Commando was seen in a behind-the-scenes trailer for Call of Duty: Black Ops II. However, it did not appear in the game. Its pick-up icon from the previous game is still present in the game files.
Call of Duty: Black Ops: Declassified
The Commando appears as the Carbine in Call of Duty: Black Ops: Declassified. It retains the same firing sound and the same model as in the first Call of Duty: Black Ops. It is unlocked once Create-a-Class is acquired. It doesn't have the raw damage that other weapons can supply, but the Carbine is very accurate.
The Carbine appears in Hostiles mode. It can be acquired from Weapon Drops, and is found with ACOG sight. It also appears in Mutually Assured, used (and can be dropped) by the enemy faction, and starts to appear as early as round 3. It is rare in this sense, and it will always have a Red Dot Sight. It also appears in the map Hostiles on the Range, eventually used by Close-Range Bombers.
- The carry sling on the Commando moves when moving on the console versions of the game. In Call of Duty: Black Ops Zombies the sling does not move at all.
- The rifle's lower receiver reads "CAL 223 MODEL 01 SERIAL 0040209", "PONY", and "MINOTAURUS ARMS." The iron sights read "MP FOLDING SIGHT PN04022009JW-P III-ARC FIREARMS.
- When camouflage is applied to the Commando, it appears noticeably more worn than when applied to any other assault rifle, with scratches and paint chipping present. This is most noticeable with Red.
- The Commando's name when upgraded via the Pack-a-Punch machine, "Predator", is a reference to the Arnold Schwarzenegger movie "Predator", along with "Commando" being another of his movies.
- In the multi-player teaser trailer, the Commando has a Red Dot Sight attached but the front iron sights are lowered. In the final game, they are removed instead.
- In the beta version of Call of Duty: Black Ops, the Commando had a slower reload animation.
- The sling wrapped around the Commando was originally also supposed to have camouflage applied as well, as can be seen on the multiplayer reveal trailer with Woodland and Yukon Camouflages.
- When the Masterkey shotgun is attached to the Commando, the shotgun has a larger hipfire spread while moving. This is unique to the Commando. This shotgun also has less ammunition in reserve compared to the one mounted on other assault rifles in multiplayer.
- When using Berlin Camouflage on the Commando in third-person, the left side of the Commando has the correct pattern while the right side has a mixture of Woodland and Flora camouflage.
- The Commando in the E3 demonstration has standard rails, like that of the weapons in the Modern Warfare series, but the in-game Commando has a flatter rail without the ridges. The HUD icon, however, still has the "modern" rails.
- In Call of Duty: Black Ops Zombies, the Commando's sight is slightly misaligned to the left. This is fixed through upgrading it.
- In "The Defector", when using 'noclip' via console commands, it is possible to see that several soldiers in Texas have Commandos with all attachments. Those Commandos cannot be used, as the soldiers are not solid objects and they are part of Huey's model, and, as such, they cannot be killed.
- The Create-a-Class image shows it with Extended Mags.
- When viewed in first person whilst equipped with any optical attachments (eg. ACOG Scope, Red Dot Sight, Reflex Sight) the frontal iron sights appear to have been removed however, if viewed in third-person in the same, real-time, the frontal iron sights still remain.