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Arc Raiders Old Town Damage Guide by U4GM

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Arc Raiders Old Town Damage Guide by U4GM hat noch keine Beiträge erstellt
Anfangsdatum 16-06-26 - 12:00
Enddatum 30-06-26 - 12:00
  • Beschreibung

    ARC Raiders' June 15 Weekly Trials aren't weird on paper, but a few of them can turn ugly fast if you walk in half-asleep. I'd sort your kit, check your ammo, and grab any useful ARC Raiders BluePrints before chasing these, because this week pushes you outdoors, into Old Town, and straight at some very annoying ARC machines.



    Start with the easy points before picking real fights
    The car search trial is the one I'd knock out first. It's boring, sure, but it's safe money if you play it properly. Blue Gate is a strong pick right now, mostly because the tunnel area, collapsed highway, and nearby roads have plenty of vehicles packed close together. Don't just sprint from car to car like you're untouchable, though. People always do this, then get clipped while stuck in a search animation. Sweep parking lots, check residential streets, listen for footsteps, and leave once you've got enough progress. Greed gets silly here. One extra car isn't worth losing the run.



    After that, the week gets louder. You're not just looting bins and hiding behind vans anymore. You're poking enemies that hit back hard.



    Weekly Trial targets to handle in order
    1. Search cars, then extract with the score locked.


    2. Damage Comets during Major Map Conditions.


    3. Fight ARC enemies inside Old Town.


    4. Group enemies before throwing a Wolfpack.


    5. Damage Turbines when their armor opens.



    Comets and Old Town are where players start making mistakes
    Comets are nasty because they punish panic. You can find them on most maps during a Major Map Condition, though Stella Montis is the odd one out. Once you spot one rolling around, don't run at it like you're trying to prove something. Take high ground if you can. Fire from a place where you've got room to fall back. The seismic charge is the real problem, and if it gets close enough, your run can go from clean to embarrassing in two seconds. Old Town in the Buried City is more direct. ARC enemies are everywhere there, so progress comes naturally, but that also means noise stacks up quickly. Shoot, reposition, heal early, and don't pick a fight with a Vaporizer unless your loadout can actually finish it.



    The Wolfpack trial is all about patience. Wait until enemies bunch up. Tossing it at one lonely target feels awful, and yes, that throw still counts.



    Turbines need timing, not wasted magazines
    For Turbines, load into Riven Tides and check around the Port Authority Building and Customs House. This fight trips people up because they shoot while the thing is airborne and protected, then wonder where their ammo went. Don't bother. Keep cover nearby, watch its movement, and wait for it to land. When the armor retracts, that's your window. Put damage in, then move before it starts bullying your position. Bring enough healing, bring a weapon you trust, and don't be shy about backing off if another squad rolls into the noise. If you're stocking up on u4gm for backups, this is the trial that'll make them matter.