On the note of the scorestreak, you can now add modifiers, also known as Modules, to them which will change how they work but increase the price. For instance, if I wanted to make my UAV last longer, I could add that module to it, but it would make it cost another 100 points when in-game. The final big change in the loadout screen is the Exoskeleton. This is the pièce de résistance of Advanced Warfare and the biggest change from previous titles in the franchise. The Exoskeleton (here on out known as Exo) attaches to your Operator and gives them extra abilities. Every player, by default, can use boosters to Boost Jump up and also use the boosters to dash in any direction whilst in the air. The addition of the Exo has, for me, made the game a lot more dynamic and made me play a lot more cautiously. Early on in my time with AW, I would constantly be shot from above because I never really thought to look atop a seemingly harmless ledge that, in previous games, I would have ignored. It was around about the seventh or eighth time of dying that it began to click that I had to look up.
Progressing and obtaining rewards in Advanced Warfare's multiplayer is a layered experience, and Sledgehammer has erred on the side of excess. Beyond the straightforward rewards of actively participating in matches, the studio also recognizes the appeal of the blind box though its Supply Drop system. Considering that it would take tens upon tens of hours to unlock every possible Supply Drop item, it's a relief there's no risk of unlocking duplicate items. The one exception is if you convert an unwanted Supply Drop reward into experience, which is a practical option for some, but it opens up the possibility of unlocking that item again.