For PC, as of the FO3 1.1 patch, this perk (along with Gunslinger) does absolutely nothing. Way to go Bethesda!
- Obsidian is the developer of New Vegas and its patches. Blame them. Their incompetence is unmistakable.126.96.36.199 18:22, July 15, 2011 (UTC)
More useful then gunslinger since rifles also seem to have less influence from distance when calculating VATS percentages, and they almost always deal more damage.-accountless avenger
It might be dumb question but i think its a little unclear which weapons are affected by this perk. I don't really understand which weapons are classed as being two-handed, and the game doesn't really state it either. The same goes for the Gunslinger perk. 188.8.131.52 12:01, 30 November 2008 (UTC)
- Basically all the guns, except the Dart Gun, Sawed Off Shotty, and the pistols count as 2 handed. I think. ~~ 17:44, 10 December 2008 (UTC)
does this include miniguns, missile launchers, and other big guns?
- unless your char wields them one handed,(if he does, props to him)yes,they do.
A little unclear as to which weapons are affected? Wow, that is incredible. It's PERFECTLY clear. What's so hard to understand about "rifles and similar two-handed weapons?" Besides nothing, that is.
- It might be a little unclear for something like the 10mm SMG. It's a one-handed weapon, but that might not be completely obvious to everyone. The Sawed-off Shotgun might be a little confusing, too. Other than those two, I think it's clear which is which. --MadDawg2552 20:33, 26 January 2009 (UTC)
Are you guys sure that heavy weapons like the missle launcher are affected by commando? I made a quick test and couldn't see any improvements on the missle launcher.R0ND0 20:51, 26 January 2009 (UTC)
- Big guns are counted as two-handed weapons. PlasmaFox 20:52, 26 January 2009 (UTC)
- Maybe Heavy weapons are two-handed, but they are not rifle-like. I tested the Fatman and the missle launcher and for me it has no effect on chance to hit with these two weapons.
The following weapons are one-handed ranged weapons and are affected by Gunslinger:
- .32 pistol
- N99 10mm pistol (and it's suppressed (aka 'silenced') variant)
- 10mm SMG
- Chinese pistol
- Dart gun
- Sawed-off shotgun
- Scoped .44 magnum
- Alien blaster
- AEP7 laser pistol
- Enclave plasma pistol
The following weapons are two-handed ranged weapons and are affected by Commando:
- R91 assault rifle
- Red Ryder BB gun
- Chinese assault rifle
- Combat shotgun
- Fat Man
- Gatling laser
- Hunting rifle
- AER9 laser rifle
- Lincoln's repeater
- Missile launcher
- Enclave plasma rifle
- Railway rifle
- Rock-It Launcher
- Sniper rifle
If I missed anything, feel free to add to the list. PlasmaFox 20:39, 26 January 2009 (UTC)
My very primitive testing (VATS, add perk, VATS, compare) show that the Flamer is NOT benefitting from Commando -Justpassingthrough
Just tested a minigun and missile launcher. NO effect from Commando. Tested on PC v1.0.15
- So, it would at least appear from this information that the Commando has no effect on weapons classified as Big Guns, which does kind of make a bit of sense... Techercizer (say hi) (pwnage) 22:18, 21 March 2009 (UTC)
Either Commando still hasn't been fixed or it doesn't work for the Backwater Rifle, because I'm still getting the same numbers from it, and I got the perk and brought Small Guns up to 100 at the same time. Blutteufel 23:57, 12 July 2009 (UTC)
is there anything in the G.E.C.K. about combining with gunslinger? i got both in my first file, and my vats percentages were realy good, even with only avrage stats, but on my second profile, i only took gunslinger, and the increase has been minimal, is there something to the effect that if gunslinger is x and commando is y than x=x and y=y but x+y=2(x+y)? --184.108.40.206 23:56, October 10, 2009 (UTC)
Works on PC
I've tested this perk, in addition to the other hit perks, on the PC and it works now exactly as it says it should. I've reread the blurb about the bug in the articles several times and I can't quite tell if it implies the bug still exists or that it was fixed in patch 220.127.116.11 If the bug was fixed shouldn't the line read 'a bug introduced to the PC version in patch 1.1 that was fixed in patch 18.104.22.168' or be removed entirely?Tetracycloide 16:54, October 14, 2009 (UTC)
Command Perk Missing
I have the Fallout 3 Game of the Year edition for the 360, and quite weirdly the Command PERK is not available. I have trawled the net up and down, and no where else is it mentioned so I was wondering if anybody has come across this before?
It comes as no surprise that the "Command" perk is missing because, you see, there is no such thing.... Blutteufel 16:52, July 12, 2010 (UTC)
Basic accuracy/Spread increase/decrease?
Does this perk increase the weapon's accuracy and/or reduce it's spread? For example, even with a decent Small Guns skill (60-ish) the Hunting Rifle can be wildy inaccurate anywhere but point-blank range, and the Chinese Assault Rifle has a tremendous spread in full auto, sometimes even in semi-auto. Will these weapons thus fire more accuretly in VATS with this perk, or will it just increase the hit %? 22.214.171.124 16:48, January 25, 2010 (UTC)
- I don't see why those two options are any different --The Bart 14:03, December 9, 2010 (UTC)
Fallout: New Vegas Weapons List
With Big Guns being dismantled and separated among other categories in New Vegas, it may be a good idea to update the list of weapons that are effected by this perk (under a New Vegas category of course). Can anyone check the GECK to see if this effects weapons like the Tesla-Beaton Prototype, Flamer, etc. It may also be worth checking weapons classified as explosives. -Kotowari
A really easy way to test this with all the guns and energy weapons is to have your character take the Fast Shot trait and then take the commando perk. Use whatever weapon you have doubts about in VATs and check to see if the maximum value for hitting is either 95% or 76%. If it's 76, the weapon in question is not affected by commando. If it is 95, the weapon is affected by the perk. Dragofireheart 20:04, June 29, 2011 (UTC)
Works outside of VATS?
Does this perk improve accuracy in vats by reducing spread and other weapon attributes? Is it useful for non vats users then? SkyHiRider 15:19, July 27, 2011 (UTC)
The Trail Carbine is not on the list for New Vegas affected weapons, is this a mistake or is it an oversight by the developers in the Geck?
FO:NV - G.E.C.K. conditions for applying Perk
According to the GECK, there are 2 conditions listed - if either one matches, it applies the bonus:
GetWeaponAnimType == 5.00 OR GetWeaponAnimType == 6.00
Accordingly, those values (5 or 6) translate to:
5 = AGW_TWO_HAND_RIFLE 6 = AGW_TWO_HAND_AUTOMATIC
The main article says that many DLC weapons don't get the bonus. I question the validity of this claim. I checked the Holorifle in GECK and it has an animation type of TwoHandRifle, so it should apply. (Holorifle is not in the list on the main page and it is one of the DLC weapons - so it is implied it probably doesn't get the bonus.) --Kalanos (talk) 18:54, July 23, 2013 (UTC)
I have tested the Holorifle using the NCR guard outside Camp McCarran. The Commando perk does improve the Holorifle's accuracy. I've updated this page and the Holorifle page to reflect this (for some reason it was listed as a glitch that this perk did not affect the holorifle, but this is not true). 126.96.36.199 03:14, December 1, 2013 (UTC)
Regarding the New Vegas section at the time of writing: the incomplete list mentions the grenade rifle, which is classified under the Explosives skill, but the notes section says "This perk affects all two-handed Small Guns and Energy Weapons. It does not affect any other types of weapons, including all Big Guns.
Obviously these cannot both be correct. Either the grenade rifle does not benefit from the perk, or the perk extends beyond just "Small Guns and Energy Weapons". Can anyone verify which is correct?
- I'm looking it up now for you. The perk (in FNV) has conditions set to check for weapon animations 5 and 6. Off the top of my head, I don't remember which exact ones these are, but they are certainly two of the twohanded stance animations. 00:22, July 7, 2015 (UTC)
- There are 3 twohand rifle type weapon stances: TwoHandAutomatic, TwoHandRifle and TwoHandRifleEnergy. Here you see the conditions as set for the perk in the GECK: Here you see the list of twohandautomatic weapons: and here you see the list of twohandrifle and twohandrifleenergy weapons: I'm pretty sure that all 3 of these animations qualify for the perk condition, judging by the weapons listed. As you can see, the grenade rifle is one of the weapons. Since the perk only checks for weapon animation type (stance), and does not check for skill or any other parameter, the text of the article is misleading. Without checking the fo3 section, I bet it was simply copy pasted and then altered from there, since there is no "big guns" skill in FNV. Feel free to correct as you deem fit. Keep in mind the weapons in the geck images are only base weapons. I didn't load any of the dlcs. 00:50, July 7, 2015 (UTC)
While the info itself is appears accurate, I think we should reword the commando page to be more inline with the gunslinger in regards to their effectiveness in relation to the 'fast shot' trait;
Gunslinger states in the notes "This perk will not counteract the effects of the Fast Shot trait, unless you're in V.A.T.S. mode."
While commando states "Because it is a multiplicative bonus, it effectively negates the penalty of the Fast Shot trait in Fallout: New Vegas when using two-handed weapons (1.25 x 0.8 = 1). "
As far as the rest of the commando page states, it only affects VATS, but the note makes it seem otherwise and also makes it sounds more versatile than gunslinger.
If there are no objections I suggest simply adding 'while in VATS' or 'while using VATS' to the commando page so it says "Because it is a multiplicative bonus, while in/using V.A.T.S it effectively negates the penalty of the Fast Shot trait in Fallout: New Vegas when using two-handed weapons (1.25 x 0.8 = 1). "MrSuperHappy (talk) 20:31, September 29, 2015 (UTC)