RSVSR Why These ARC Raiders ARCs Are So Annoying to Beat

ARC Raiders doesn't punish you in some dramatic boss-fight way; it does it in little, irritating moments that stack up fast. You step out to loot, hear the wrong mechanical whine, and suddenly you're burning meds and ammo for nothing. If you're stocking up for runs and keeping an eye on ARC Raiders Coins, it also helps to know which enemies are worth your attention right now, and which ones are bait meant to drag you into a messy, loud fight you didn't plan for.

Shielded Units and the Ammo Trap

The shielded ARC is the classic "new player tax." People see the blue glow and still try to brute-force it, like the shield will get tired and give up. It won't. Your best play is to treat the shield like a switch you flip, not a wall you chip down. Bring EMP or electric damage and crack it on purpose, then pile on real damage while it's open. Call the target, stick to it, and don't split fire. If you're solo, don't get stubborn. Back off, reset the angle, and re-engage when you've got the right tool ready, otherwise you'll just watch that shield come back while your magazine disappears.

Flankers, Healers, and the Order You Kill Things

Flanking ARCs aren't scary because they hit hard; they're scary because they steal your focus. You'll be aiming at a tanky threat, then your screen shakes and you're suddenly spinning around. Keep moving and don't cuddle cover too long. If two or three start circling, stop playing whack-a-mole and use a grenade or any splash you've got to break their rhythm. Healers are worse, though. The moment you spot one doing the glowing "fix my friends" routine, that's your priority. Stun it, silence it, whatever your kit allows, and finish it before you spend another minute re-killing the same enemies.

Jammers and Tanks Without the Drama

Jammers always feel personal. Your gadgets go dead right when you'd normally lean on them, and the fight gets awkward. So build a habit: carry at least one backup option that doesn't rely on abilities, and don't wait to deal with the Jammer "after this wave." That's how raids spiral. Sweep wider, check the backline, and if you can land an EMP near it, you buy a few seconds where your kit wakes up again. Tanks are the opposite problem: they're obvious, they're loud, and they want you to shoot the front plate like it matters. It doesn't. Get someone to keep its attention, slide to the side, and hit the weak spot on the back or underside with precise fire or explosives, then rotate before it stomps your position.

Keeping Your Runs Clean

Most wipes in ARC Raiders don't happen because you didn't have enough damage; they happen because you fought the wrong thing first, in the wrong place, for too long. Pick targets with intent, talk in short calls, and don't be afraid to disengage when the map turns noisy. A clean raid is usually the one where you handled shields with EMP, deleted the healer on sight, hunted the Jammer early, and only committed to the tank once you had angles. If you're gearing up and planning upgrades, it's also smart to time your spending around what you struggle with most, whether that means better utility, more explosives, or just the supplies that let you take another attempt, and that's where it can make sense to buy ARC Raiders Coins when you want to keep your loadouts consistent instead of scraping by each run.

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