ARC Raiders The most useless gadgets that become OP in Cold Snap

Cold Snap added a refreshing way to replay everything ARC Raiders Maps (except Stella Montis) and some of them notoriously useless gadgets have now gained importance.

Find out which gadget to use to get the most out of the Cold Snap event map, with looting strategies that will throw rival raiders into chaos, and tips on mobility with one of the most hated items in the game.

Gas grenade trap

A deadly yet underrated gadget

ARC Raiders gas grenades

  • Crafted using: 1 x Gas Grenade, 1 x Wire

  • Requires: In-round Crafting, Traveling Tinkerer

The Gas grenade trap it's notorious for being unreliable when players need it most, and most of all, practically useless in combat situations (especially in open areas). But thanks to the Cold Snap event, players are forced to dive indoors more often, making every building a potential death trap for raiders.

This is a great opportunity for players who like to hunt others and another chance for the Gas Grenade Trap to shine. Players can use choke points and strategically place gas grenade traps in places where players don't expect to be ambushed. A cloud of poison gas will confuse enemy raiders, potentially scaring them away from good loot spots or driving them away. This is where players should take their chances and follow up with either a nice spray of stapler bullets or a well-placed grenade.

Door blockers

Block every entrance to the POI and then trap everything

  • Made using: metal parts, rubber parts

  • We require: workshop, engineering station I

Door blockers they are OP in Cold Snap; there is no point in denying it. There is nothing more annoying than a barred/blocked door to the inside ARC Raiders, even more so if that door prevents Raiders from avoiding Frostbite in Cold Snap. A nearly frozen player doesn't think: Why is this door blocked? No, they force their way in, make a lot of noise, and allow players waiting/looting inside to set up an ambush.

When combined with gas grenade traps, mines and even barricade sets, players can potentially block players from accessing certain points of interest by cleverly blocking doors and leaving a trail of dangerous traps in their wake. Even if they manage to get in without alerting a ton of ARC enemies (and it can be deadly at certain points of interest with Rocketeers patrolling around), they'll have to deal with traps. And with a hunter waiting for his moment to ambush the intruder. The utility of this gadget is now greatly increased when players are forced to fight indoors.

Trap for grenade decoys

They are now the most annoying and OP traps

Lure Grenade Traps are in ARC Raiders OP

  • Crafted using: Lure Grenade, Wire

  • Requires: In-round Crafting, Traveling Tinkerer

Decoy Grenades they are one of the most ridiculously effective tools for luring ARC enemies and sic'em to enemy raiders, although it is very underrated. Now, Grenade Decoy Traps follow the same principle, but they are static and require patience and strategic placement; therefore, most players labeled them useless right from the start.

Players don't know that Lure Traps are OP, mostly in Cold Snap maps. All raiders have to get inside buildings to avoid freezing, so they are bound to enter one of the contested points of interest at some point. The problem is: ARC enemies are also on the hunt, and in great numbers. This gives trick players the perfect chance to set a trap for those who enter the building with less than good intentions (even more so if they are already marked as aggressive players and compared to other Raider killers). When this device is activated, every ARC enemy in a wide radius will come to investigate. This includes Leapers, Rocketeers, Bastions and the like.

Noise Makers

Cheap, reliable, the noise is hard to ignore

Noisemaker in ARC Raiders

  • Manufactured using: Speaker component, Plastic parts

  • Requires: In-round Crafting, Traveling Tinkerer

Noise Makers they are super cheap to make, lightweight, reliable and can be placed, picked up and reused as many times as needed. They are the ultimate gadget, and if players aren't using them, then they are making a big mistake. Placing a Noisemaker on your way to a BZ is like buying insurance: It pays off in the long run when you least expect it.

Since so many raiders die because other players ambush them or succumb to the usual “Don't shoot” scheme (turn around now, trust me), it's not overkill to have Noisemaker in your pack all the time. Additionally, with the Traveling Tinkerer skill, players can easily craft one of these using a speaker component and two plastic parts. It weighs virtually nothing (0.3lbs) and fits into tactical slots, so there's no excuse not to carry one or several. Once deployed, this intruder detector will ring endlessly unless players move a few meters away. Like point of interest cameras, only louder and harder to remove.

Ziplines

Extra mobility and an escape artist all in one

  • Crafted using: rope, mechanical components

  • Requires: Workshop, Engineering Station 2

With tons of meters of terrain to cover while exploring Topside Ziplines they become a must even though they are annoying, hard to put on and reveal the player because of the noise they make. Now, in Cold Snap, moving around the ground is like asking to shoot ARCs or enemy raiders. It's easier to move around on higher ground and also easier to jump from POI to POI using rooftops. And for that players need Ziplines.

Now, there are many Ziplines already placed on each map, but using more is always a good idea. Carrying a full stack of these gadgets will ensure players get to the main POIs (usually on the top floors) faster, as well as guarantee a usable escape route if players need to get away when enemy raiders make their way inside.


ARC Raiders Label Page Cover Art

ARC Raiders

10/10

Released

October 30, 2025

ESRB

Teen / Violence, Blood


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