Since the announcement of Call of Duty: Advanced Warfare, Sledgehammer Games have emphasized on the significance of Exoskeleton; and even called it the game-changing mechanic.
The Exoskeleton mechanics are integrated in such a way that it feels both natural and fun to use. True enough! The Exoskeleton has completely changed the way Call of Duty is played.
Call of Duty: Advanced Warfare Exoskeleton
Gone are the days when players with better understanding of spawns and accuracy used to thrive. Utilizing the Exoskeleton to your advantage and understanding the new movement mechanics are equally important.
A player with a bad accuracy, but better understanding of Exoskeleton and when to use it to his/her advantage will certainly be a more successful player.
In this guide, I’m going to talk about everything that you need to know about Exoskeletons.
Understanding Exo-Movements and Mini-Map
Most new players are not aware of this, but using Exo-Movements like Boost Jump, Dodge, and Dash marks them on enemy radar. This appearance on the Mini-Map is short-lived, but decent players can easily take an advantage of this.
The Blast Suppressor Perk conceals players from enemy radar, even if they use Exo-Movements.
Also note that since Exoskeleton allows players to move through the maps at lightning-fast pace, a momentarily blip on the Mini-Map isn’t much useful unless your opponents have really great reaction time.
This is the most basic Exo-Movement of all and the key to mastering all other movements. This is executed by double-tapping the Jump Button and allows players to gain additional height and distance.
Boost Jump can be used to reach get behind cover, come out of cover, avoid gunfights, and completing objectives. In addition to this, it is also a key to mastering Boost Slam and Boost Dash. This ability does not has a cooldown time.
This Exo-Move is available in both Single-Player and Multi-Player modes.
This is another useful Exo-Movement which can be executed by sprinting in left, right, or backward direction. This is an ideal movement option for evading a close-quarter attack, avoid grenades, or to quickly get on an objective.
Make sure to use it extensively as it is one of the most key movement options in the game. This ability has a small internal cooldown time.
Like Boost Jump, this is also available in both Single-Player and Multi-Player modes. Also note that this cannot be executed while sprinting in forward direction.
This is similar to Boost Dodge, but you need to be in mid-air to perform it. While in the mid-air, sprint in any direction using the left analogue stick to Boost Dash in that direction.
Like Boost Dodge, this is a useful movement option to avoid enemy gunfires and to disturb their aim. This Exo Move has a small internal cooldown time and is available in both Single-Player and Multi-Player modes.
Boost Slam can be considered as Aerial Melee Attack. To perform this move, Boost Jump into the air and press the Crouch Button to quickly ascend to the ground.
Directly landing on top of an enemy player will instantly kill that player. You can combine it with the Overcharge Perk to create a shock-wave near your landing place to damage all nearby enemies.
Boost Slam is also useful to quickly land on ground and disturb enemies’ aim and to reach objectives faster. This Exo-Movement does not has an internal cooldown time and is available both in Single-Player and Multi-Player modes.
Drop-shots are still a thing in Call of Duty: Advanced Warfare, but they are mostly replaced by Boost Slide. This Exo-Movement is executed by sprinting followed by pressing and holding Crouch Button.
Boost Slide is useful to disturb your enemies’ aim and to reach an objective or cover faster.
You can also pair it up with Gung-Ho Perk to get the ability to shoot while Boost Sliding. Beware of sliding opponents running around with Tac-19 and Gung-Ho in close-quarters.
Boost Slide does not has an internal cooldown time and is available both in Single-Player and Multi-Player modes.
Exo Abilities grant players with a plethora of useful abilities which when used at the right time can prove extremely devastating. All Exo-Abilities require battery which cannot be recharged and is only available once per life.
There are Perks like Overcharge and Fast Hands which allows players to get enhanced Battery Life and activate Exo-Abilities quicker. In addition to this, you will notice if a player is using Exo-Abilities, even from a distance.
This can be considered as your built-in Riot Shield which will absorb damage from enemies’ bullet. The best thing about this Exo-Ability is that it can be used while in mid-air. Exo Shield absorbs 100% damage, but requires crouching to protect the feet.
Fast Hands Perks allows players to deploy the Exo Shield quicker and is ideal to capture a point or to complete an objective. This ability is available in both Single-Player and Multi-Player modes.
Exo Overclock allows players to have increased movement speed for a limited duration of time. This is useful for builds revolving around speed or completing objectives.
You need use this ability to reach objectives faster or to avoid gunfights.
This is one of the most powerful Exo-Abilities in the game, provided that it is used in correct way. This ability not only silences your footsteps, but amplifies the sounds of your enemies.
It’s quite helpful in game modes like Capture the Flag, Search and Destroy, and Search and Rescue where you need to attack/defend a particular objective.
One important thing to note here is that this ability only suppress your footsteps sounds and not your visibility on the Mini-Map.
With Exo Stim, you will receive a short boost of HP which is extremely useful in a game like Call of Duty. In a game in which it takes 3-4 bullets to kill a target, a short boost of HP can make a lot of difference between winning/losing a gunfight.
I find it particularly useful in game modes like Hardpoint and Domination where you need to get inside the action to score an objective. Like with other abilities, you do not necessarily have to drain all battery at once and use it in small boosts.
This has been the most controversial Exo Abilities to be featured in Call of Duty: Advanced Warfare ever since its reveal. Like its name suggests, this ability cloaks players with an optical camouflage.
Despite of this, this is not all an overpowered ability as most players can still make out the transparent outline, even from a distance.
Another thing to note is that firing weapons automatically disables the cloak. Therefore, the best way to use this Exo Ability is to get to a good position and use a good one-shot weapon like Tac-19, Bulldog, or a sniper rifle.
This can be one of the most useful or worst Exo-Abilities in the game, depending upon its use. This ability allows players to hover in mid-air for a limited period of time.
While some may argue that it allows one to get a clear line of sight to defend an objective, some may say that it suspends players out in the open without any cover.
So it all comes down to players who use this ability. Use it to confuse and surprise your enemies calculating your landing position by staying in the mid-air.
This ability works like a Threat Grenade, but only if your enemies use Exo Movements or fire their weapons. Use this ability before entering an enemy-infested area and hopefully someone will use Exo Movement or weapons for you to see.
Exo Trophy System
This Exo-Ability works exactly like Trophy System from previous Call of Duty titles. It allows players to destroy up to 2 incoming projectiles (not gunshots).
I wouldn’t recommend using this if you’re not playing game modes like Hardpoint or Domination where you are bombarded with Frags and other grenades.
Since the announcement of Call of Duty: Advanced Warfare, Sledgehammer Games have emphasized on the significance of Exoskeleton; and even called it the game-changing mechanic. The Exoskeleton mechanics are integrated in such a way that it feels both natural and fun to use.
In addition to this, Exo Launcher allows players to manually detonate a grenade in the mid-air to target players using Exo Hover or Exo Movements.
You can normally take up two grenades, but with Bombardier Wildcard, you can replace your Exo Ability with another grenade which must be different from your two grenades. This means that you cannot equip three same grenades.
Throughout the Single-Player Campaign, there are four Challenges that you can complete:
- Grenade Kills
- Intel Collected
Each time you complete a challenge, you get awarded with an Upgrade Point to upgrade your Exoskeleton in Single-Player Campaign. There are 11 upgrades for Mitchell which require 33 Upgrade Points.
Some of these upgrades require certain Prerequisites and are divided into two categories. Here is a quick rundown of all upgrades in Single-Player Mode:
Level #1: Reduce explosion damage by 25%
Level #2: Reduce explosion damage by 50%
Level #1: Activate grenade detection
Level #2: Increase threat detection duration
Level #1: Increase health by 10%
Level #2: Increase health by 25%
Lethal Variable Grenade
Level #1: Increase Lethal Variable Grenade capacity by 1
Level #2: Increase Lethal Variable Grenade capacity by 2
Tactical Variable Grenade
Prerequisite: Lethal Variable Grenade
Level #1: Increase Tactical Variable Grenade capacity by 1
Level #2: Increase Tactical Variable Grenade capacity by 2
Level #1: Increase sprint time by 50%
Level #2: Increase sprint time by 100%
Level #1: Reduce weapon kick by 10%
Level #2: Reduce weapon kick by 20%
Level #1: Reduce flinch when shot by 40%
Level #2: Reduce flinch when shot by 80%
Level #1: Increase reload speed by 25%
Level #2: Increase reload speed by 50%
Level #1: Increase aiming speed by 25%
Level #2: Increase aiming speed by 50%
Level #1: Increase Exo ability uses by 1
Level #2: Increase Exo ability uses by 2
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