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Call of Duty: Advanced Warfare Signature Series Strategy Guide
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Contents

  • SINGLE-PLAYER WALKTHROUGH
    • Induction
    • Atlas
    • Traffic
    • Fission
    • Aftermath
    • Manhunt
    • Utopia
    • Sentinel
    • Crash
    • Bio Lab
    • Collapse
    • Armada
    • Throttle
    • Captured
    • Terminus
  • ACHIEVEMENTS / TROPHIES
    • Complete the Campaign
    • Campaign Level-Specific Awards
    • Other Campaign Achievements/Trophies
    • Exo Survival
  • MULTIPLAYER INTRO & BASICS
    • Overview
    • Multiplayer Intro & Basics
    • Combat
  • SUPPLY DROPS
    • About Supply Drops
  • CREATE A CLASS
    • Create a Class
  • SCORESTREAKS
    • About Scorestreaks
  • EXO SURVIVAL
    • Overview
    • The Basics
    • The Upgrade Stations
    • The Map
  • ATTACHMENTS
    • Customizing With Attachments
  • MULTIPLAYER GAME MODES
    • MP Game Modes Overview
  • EXO SKELETON
    • About the Exo Skeleton
  • PERKS
    • About Perks
  • MULTIPLAYER WEAPONS
    • Overview
    • Weapon Charts and Recoil Plots
    • Primary Weapons
    • Assault Rifles
    • Submachine Guns
    • Sniper Rifles
    • Shotguns
    • Heavy Weapons
    • Special Weapons
    • Secondary Weapons
    • Pistols
    • Launchers
    • Combat Knife
    • Supply Drop Weapons
  • CREATE AN OPERATOR
    • Create an Operator
  • SPECIALIZED TRAINING
    • Overview
    • Campaign Basics
    • Exo Suits
    • Exo Upgrade System
  • MULTIPLAYER MAPS
    • Overview
    • Ascend
    • Bio Lab
    • Comeback
    • Defender
    • Detroit
    • Greenband
    • Horizon
    • Instinct
    • Recovery
    • Retreat
    • Riot
    • Solar
    • Terrace

Call of Duty: Advanced Warfare Signature Series Strategy Guide › CREATE A CLASS

Create a Class

The Create a Class system in Call of Duty®: Advanced Warfare is broad and deep. With a host of options to customize your Class loadouts, you can tune each of your Classes to suit your specific preferences and your favorite game modes.

Pick 13

Topics related to building a Class: See page 92 for additional comments on Pick 13. For details on Weapons, see page 118. For Attachment info, go to page 146. Perks start on page 150. See Scorestreak details on page 156. The Exo Skeleton chapter starts on page 106.

The Pick 13 system allows you to completely customize your operator, adding or removing weapons, attachments, Perks, Scorestreaks, and Exo equipment (both grenades and Abilities) as you see fit.

You can also use special ‘Wildcards’ that allow you to bend the rules, taking a fourth Scorestreak, a third grenade, a second primary weapon, or other unusual options.

Any item that you take with the Pick 13 system—whether a weapon, an attachment, a Perk, or anything else—takes up one of your points. Likewise, you can free up points by removing equipment.

Pick 13 is highly flexible; if you want to run a Class with no Perks (or six Perks), you can do so.

Because fully customizing your Class is a very deep topic, you can explore the various chapters covering each part of the Pick 13 system in detail: Weapons, Attachments, the Exosuit, Perks, and Scorestreaks.

Virtual Firing Range

In the lobby of any Multiplayer match, you can instantly jump into the Virtual Firing Range.

This firing range allows you to quickly test any weapon combination you want. Try out different attachments to get a feel for handling, recoil, sights, and so on.

Inside the Virtual Firing Range, you can step into several different firing lanes. Each one creates a different target array, instantly creating unique terrain, cover, and targets against which you can test your weapons.

The Virtual Firing Range is extremely useful for experimenting with weapon setups between matches, and you can even practice Exo movement while you’re inside it.

Some of the targets even move as though they have Exo Suits, jumping and bounding around in your view. Pay particular attention to these targets; hitting airborne, fast moving targets is a vital skill to learn!

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