
To activate a VS without fail or unmounting its weapons, it is recommended to activate from the front or the back (especially bipedal VS). Can be a little awkward while trying to activate a VS without unmounting its weapons (or vice-versa). Claims data posts, activates or deactivates VS. Bigger recovery delay with VS weapons (except when crawling). Switches between the equipped weapon and the carrying weapon.Ĭlose range combat. Characters are slightly faster while rolling continuously, but at the cost of extra Thermal Energy. While crawling and pressing the Jump button, character will roll. Jumping is only useful (in trooper mode or HM) when shooting with an Energy Gun or a Rocket Launcher, or jumping down from high places without having to hang with the Anchor. Because jumping doesn't go as far as rolling, therefore exposing the player to avoidable deaths. It is not recommended to jump in this game (except when using a VS). It is recommended to destroy frozen Akrids with it, rather than hitting them or shooting them, it saves ammunition as well as Thermal Energy. This is more readily available in multiplayer.

It is mainly used climb ledges that are out of reach and using it to slow down a fall, it can also attach to enemy Akrids weak points, if the Shoot button is held down while attached, the character will fire at point blank, dealing a lot of damage, and detach when the character takes damage or if it has to reload, and in some cases it can dangle from ceilings and shoot down on. It fires from the characters left wrists. The Anchor is a device that resembles a Grappling Hook.
