ARC Raiders it's been out for a while now, but that doesn't make those pesky Arcs any less deadly. Many players still struggle with combat even against basic enemies like Wasps, as their damage can actually be quite surprising and even a few seconds in the line of fire can be enough to take down even experienced raiders. However, there are certain behaviors that are very easy to exploit, allowing players to shoot down these flying enemies or take advantage of a small window on a larger one.
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Some tricks are pretty obvious and only require a slight shift in playstyle, while others are a bit more obscure and require some extensive game knowledge to fully exploit. Whatever the case, it's important to use every trick in the book because not only can Arc players gain valuable resources, but knowing how to approach each fight can be the difference between death and a successful extraction.
Airmen fight inside
Crashing into Walls AND Anything else nearby
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They can be easily killed by pushing them through doors and small openings
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Flyswatter allows you to kill hornets and wasps with a single hit at close range
Hornets and wasps can be some of the more annoying arcs players face during a raid. They are incredibly fast, hard to hit, and can pack a lot of stuff if you underestimate them. Generally speaking, they're pretty easy to take out with well-placed nozzle shots, but there's actually an easier way to deal with them that doesn't require firing a single bullet.
The Flyswatter skill allows players to take them out with a single melee hit, and while that's easier said than done since enemies fly around, luring them into a building can be a great way to take them down before things get too dicey. Flyers also tend to hit doors or other structures, as in many cases they will have trouble finding a clear path to the player without hitting an object or two. Players can easily use this behavior to both dodge and attack, as although Arc is quite intelligent, he still can't figure out how to keep calm at times.
Assault attacks
Time to Target the Thrusters
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Long period of immobility during winding
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Cooldown allowing relocation
Something that many Arks have in common is a similar way of winding, where they first find a target, aim and prepare to fire. Hornets, Wasps, Sentinels and others use the same approach, but the actual time it takes to fire the first shot can actually be quite long in many situations, especially if the enemy is far away, giving players a chance to fire even before the Arc starts attacking.
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More importantly, though, enemies like Hornets are almost always perfectly still when they set up this attack, making it even easier to take out these jets. A good habit to get into is to attack the enemy and watch them ready their weapon, strategically position yourself near cover in case the player needs to dodge, and just before they start the draw, shoot their weak points and watch the bot explode in a cloud of smoke.
Aggro Swapping
Use teammates well
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Using teammates to target weak points from behind
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Forcing Arc to miss shots by constantly flipping
One specific enemy behavior that is specific to combat with larger ground arcs is the speed at which enemies are able to target the player. Once the arc is fired, it will turn its attention to whatever direction the bullets came from, but will not immediately start firing, as it must first focus on the target before any damage can actually be done.
This small window is a great opportunity for players to work together and target weak points from behind, as Arc will only focus his attention on the first instance of damage before turning to the next. One player can stick their head out and let it spin while the other one lays out in an arc. Repeating this a few times can eliminate almost all challenges while helping players save their grenades and bullets for the next one.
Rotation
Abuse of The Slow Turns
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Tower rotation can be heavily abused
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Target arcs from behind at close range without danger
Many enemies inside ARC Raiders they work very much like a pivot gun. Bastions turn their heads to meet players, Sentinels will turn to target those behind them, and generally pretty much every other Arc will turn their attention in whatever direction they're facing. But the enemies in the tower themselves are even more exploitable, as they cannot physically move, their view is severely limited, and they can only turn towards enemies at a certain speed.
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Some of the Sentinel locations that are placed on the ground can actually be taken out with melee weapons alone if the player keeps spinning around them over and over until they are dead. Other larger ones like Bastions can also be kitted in 360 degree movements, allowing players to dish out damage while avoiding the lumbering bot's line of fire, purely because the Arc just can't keep up with the player's movements.
Weak spots between attacks
Patience Is A Virtue
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Weak spots are often covered when shooting
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Downtime gives players an opportunity to deal serious damage
Weak spots are one of the most important pieces of information players need to know in a game. Each Arc has a specific spot that can be targeted for bonus damage, regardless of whether the player is using heavy piercing weapons or not, and these spots can often be very difficult to target, especially on fast-moving or flying enemies.
But some Arcs actually give players a chance to target these spots after an attack, such as the Hornets, where their nozzles are more exposed after firing a stun, and even the Queen, where players can take advantage of the slower recovery time to target joints on the legs or body. In general, Arc will almost always pause between moves and attacks and even position themselves to expose weaker parts of their body, so players should study how they move to take advantage of these small windows.