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U4GM Guide to Arc Raiders Weekly Trials Routes - Printable Version +- Forum de Auto-Ajuda (https://transformamente.eu/forum) +-- Forum: Práticas que Acalmam (https://transformamente.eu/forum/forumdisplay.php?fid=11) +--- Forum: Meditação e Respiração (https://transformamente.eu/forum/forumdisplay.php?fid=12) +--- Thread: U4GM Guide to Arc Raiders Weekly Trials Routes (/showthread.php?tid=340) |
U4GM Guide to Arc Raiders Weekly Trials Routes - jhb66 - 06-16-2026 June 15's ARC Raiders Weekly Trials feel like the sort of reset that looks simple, then eats half your evening because one Comet rolls in like it owns the place. If you're prepping kits, checking ARC Raiders BluePrints before dropping isn't a bad shout, because this week asks for searching, damage farming, and one very messy throwable challenge. Start with cars before the map turns loud The car search trial is the easy money, so don't leave it until the lobby has gone feral. You'll need to search vehicles for score, and Blue Gate is a solid pick right now. The tunnel area, collapsed highway, parking spots, and roadside clutter give you a decent run without making you sprint across empty ground forever. People always do this wrong. They loot one car, hear shots, chase the noise, then die with half the trial unfinished. Hit the cars first, keep moving, and extract once the score is banked. It's not glamorous, no. But it's the kind of trial that pays you for being boring, and boring keeps your gear out of someone else's backpack. Clean order for the first half of the run 1. Search cars before gunfights start. 2. Mark ARC patrols from cover. 3. Leave early if bags are full. Comets and Old Town are where players get clipped Comets are the new problem child here. Load into any map except Stella Montis during a Major Map Condition, then start scanning the surface. Once you spot one, don't stand in the road trying to win a fair fight. That's how you get deleted by the seismic charge. Take height, use cover, and pour damage in before it closes the gap. Old Town is more direct. Head into the Buried City, find ARC enemies, tag damage, and don't get greedy. The area usually has enough targets, but tougher enemies like the Vaporizer can turn a smooth run into a panic sprint real quick. Wolfpack throws need setup, not luck The Wolfpack trial sounds like a party trick, but it works best when you treat it like a trap. You want multiple ARC enemies close together, boxed by walls, stairs, wreckage, or a bad bit of pathing. Tossing it at one lonely drone is just wasting progress and probably a throwable you wished you had later. Each throw counts as its own attempt, so slow down for five seconds. Pull enemies toward a choke, let them bunch up, then throw. It feels weird to wait in ARC Raiders, but this is one of those times patience actually does damage. And yeah, someone will probably shoot at you while you're lining it up. That's the game being the game. Bring a backup plan and don't tunnel vision. Turbines demand timing more than ammo For Turbines, Riven Tides is the place to be. Check around the Port Authority Building and Customs House, then get ready for an annoying rhythm fight. Don't waste rounds while the Turbine is airborne and armored. Wait until it lands, watch for the armor to retract, then shoot during that small window. After that, move. Find cover, dodge the incoming hits, and reset for the next opening. If you're low on supplies, don't force it just because the trial bar is close. Restock, repair, and grab cheap ARC Raiders Items if needed before the next raid. |