ARC Raiders

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someone breaching takes long enough and deliberately forces the camera so you can come up behind and land a headshot. they can't react by the time you down them.
Yeah, that sort of thing is what I meant by not being oblivious. Breaching progress doesn't reset if you cancel it to check your back: you can do it cautiously, just like you should assume there's a dude crouching on the other side when you finish. Same goes for looting with your back to a door: you can just not, one container is rarely worth it. Or you can plant a mine before doing either. Or cover yourself with a barricade or door blocker. Or even lure an arc over. Assume there's always a fucker lurking and the fuckers you can see are fuckers too.

the expedition is a genuinely neat idea and a way to at least incentivize actually playing once you hit the endgame. there really isn't much "game" either, its very easy to fill up 20 slots worth of rare items if you know what you're doing and ex-fil. the "hardest" part is figuring out how to take down ARCs and outside of wasps/hornets/snitches/balls/spiders its going to be impossible unless you bring endgame weapons and especially grenades so you shouldn't worry about it.
Weapon doesn't matter. Two trailblazers kill the (grounded) ones you need to kill, or your daily deadline, or a couple stacks of the cheapest grenades even. Otherwise a doorway and a ferro will do. The most important part is the smoke grenade so you can prison pocket your shit before the rats arrive.

Expeditions are interesting, but won't do much for the bored players who just want to use their row of ospreys.
The issue as I see it is even during the brief window where you need shit that might be worth killing for like the rusted medkit, that shit is more likely to spawn on some random gurney than it is in the key rooms and has about a zero percent chance of being in any given player's non-rectal pockets. And after that? I don't want anyone's shit, I already have four stacks of anything they might have and my stash is annoyingly full.
Eventually though, hopefully they'll figure out some late-game economy for advanced arc parts (crafting, Speranza bounties, specialised vendors with unique stuff or QoL repairs or gear rentals, etc) to swing the balance back towards the PvE for people who have finished their workbenches. And then there'll be both a reason to actually fight them and some predictable, identifiable, limited resources on each map to fight over. Or something!
 
i do wish you could revive yourself, make it take awhile or something so it isn't viable in PvP but there are just some times like in Stella where a missed jump downs people more than anything else and its such bullshit
i agree here, i got fucked by the snow one time while i had a ton of shit because i only healed a little after a fight and forgot i was taking constant damage. they oughta put more of an indicator on that event because half the time i dont even think about the damage due to it being so miniscule
 
The issue as I see it is even during the brief window where you need shit that might be worth killing for like the rusted medkit,
i actually forgot i still need that, fuck.
that shit is more likely to spawn on some random gurney than it is in the key rooms and has about a zero percent chance of being in any given player's non-rectal pockets. And after that? I don't want anyone's shit, I already have four stacks of anything they might have and my stash is annoyingly full.
exactly, the stash is annoyingly small, and once you include the items you can't craft and special trinkets or mods and keys and weapons and quick use items you get very close to the max very quickly.
 
i actually forgot i still need that, fuck.
i got one awhile ago right before the quest that needs it and i recycled it because it gives decent items for recycling it, the fact that this random rusted shut thing is needed for an important upgrade is really stupid. this game has a big problem with value, half the shit you need for quests is so stupidly dumb because its all shit that looks useless. most broken items are just described as recyclable but half of them you actually need for quests so which is it? should i just recycle all this garbage or hoard it incase i need it? like the 3 toasters that you need for a bench upgrade are so unassuming and i know for a fact ive gotten 3 of them but i assumed they were all useless and so now that i do realize i need them of course i cant find any.
 
It's not a great system, but I think it's meant to be a retention/tension thing with the limited stash space, the idea being that you shouldn't worry about stuff you don't need until you can mark them. It's not totally unreasonable (you will find plenty of these things after you no longer need any) given how little room you start with but it is annoying because it incentivises playing with a wiki open.

I'd only really recommend hoarding the final level of arc parts, and rushing the chicken because the ingredients are clutter and residential shit you might not find unless you're looking. Maybe prioritise the gun bench and medical. I barely used the others. Once your stash is maxed you have a shitload of cash to just buy everything.

like the 3 toasters that you need for a bench upgrade are so unassuming and i know for a fact ive gotten 3 of them but i assumed they were all useless and so now that i do realize i need them of course i cant find any.
Departures building in Spaceport. I don't know why every motherfucker has a toaster or saucepan on their office desk but they do.

It's huge, so you're almost guaranteed to find any miscellaneous residential shit you need, and not super popular so it's easy to avoid people and extract from any of the elevators surrounding it.
There's also a good sized unlocked medical area placed randomly on a middle floor so it's pretty good to hit while you're upgrading in general.
 
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VVV INANE RAMBLINGS BELOW, READ AT YOUR OWN RISK VVV

im starting to see now that all the later weapons do truly suck, im still running an anvil and stitcher which covers everything besides big arcs but you need grenades for those anyways.
even the shotguns get shittier, someone gave me a spare vulcano schematic and for how expensive it is to craft it sucks. the renegade might be good but i still see no reason to use it over the anvil unless you really need the range (which is pointless anyways because it does less damage to arcs). im also starting to see the real grind of the game which is getting these gun blueprints to craft in the first place. i have 21/75 and in terms of guns so far ive gotten the il toro, anvil, vulcano, and thats it. i want to see if the bobcat is better than the stitcher or if the osprey is better than the ferro but i havnt so much as seen them on someones body.
i also reached the final stash upgrade and i still need more space, i dont see why they ended it at such an arbitrary amount. i think a good 350 or 400 would have been nice and then maybe do longterm upgrades after that where you can sink your money to get a few more spaces at a high price. it is nice to be able to actually use the traders now that i dont have stash upgrades to buy tho. i just wish there was something you could sink your money into even if it was stupid. the money economy is pretty unbalanced, you can buy a hullbreaker and kill a bastion and make back your investment in one game if you get most of the bastion cores which isnt too hard.
also im apalled by the lack of loot in the map events where you have to get in to a secure place (blue gate lockdown, hidden bunker) perhaps i got unlucky and people were just faster than me but i didnt even find a single blueprint or purple tier items. there was a map in mw2's dmz called koschei complex that is kinda similar to stella montis, this map had bosses that would give exclusive loot and weapon skins exclusive to it and it was filled with insanely good loot, the catch was that of course only one person could have these items in one game so it made for a very tense map that created competition even amongst people who would normally team up. it saddens me this game doesnt have much like that, i think there needs to be more objectives that create rivalry and give you something to fight for, maybe its just the lobbys im in but even hidden bunker has everyone being cooperative and its because theres nothing truly valuable in it that you would want to kill for.
one more thing, the problem with behavioural matchmaking is that once you do start killing people and get put in more competitive lobbys you cant really go back, how are you supposed to reduce your score when you get into lobbys where its kill or be killed? ive been thinking of a way for them to fix this over the past few days of playing and i see why there is no answer, its hard to fix it without removing the fun of the gameplay which is the unpredictability of the players you meet. you cant force people to be friends and you cant force them to kill otherwise the game loses its dynamity. i think they could atleast patch it for now by adding a mode that gives more valuable loot but uses standard matchmaking so that you can kill without losing access to coop lobbys.

still like the game tho and think its one of the few good new triple a games to come out in the last 5 or so years
 
im starting to see now that all the later weapons do truly suck, im still running an anvil and stitcher which covers everything besides big arcs but you need grenades for those anyways.
i love how the hullbreaker will sometimes allow a hornet to tank 3 hits while i've never seen it stay up after two hits from an anvil. and the hullbreaker doesn't even take down big arcs even after a dozen hits so the big ones truely are grenade only.
it is nice to be able to actually use the traders now that i dont have stash upgrades to buy tho
its crazy how easy it is to find blue items in stella vs every other map. i'll be trying to find something in particular and still end up leaving with at least 50k in items just by accident. the bastion in stella seems to always be taken down by some group of players too, so its easy to get those cores.

i honestly think the aggression based match making is why its able to retain a playerbase. it naturally leads to the different playstyles. so its like 2 or 3 different games in one. you have the deathmatch style PvP who rarely interact with the "we're all in this together wildcats!" style PvE types and only sometimes hit the PvEvP middle ground types.
 
and the hullbreaker doesn't even take down big arcs even after a dozen hits so the big ones truely are grenade only.
i find that even with how ass it is its alot more efficient to just bring in multiple stacks of launcher ammo than to get lots of grenades however eitherway you can still kill most of the big ones with just an anvil so long as they have a good weakspot like the bastions do. if they ever allow you to upgrade the rarity of a weapon the anvil will be the only gun you ever need for both pvp and pve. one thing i will say about the anvil is that it can be completely random and i dont think it has to do with aim, sometimes a wasp will go down in one hit and other times it will tank 5 hits and still fly around with 2 propellers defying the laws of physics. perhaps thats more of an issue with how damage works on arcs tho.
 
VVV INANE RAMBLINGS BELOW, READ AT YOUR OWN RISK VVV

The Vulcano is good, but yea, like all the purple weapons, its not worth building besides the tempest.
The Renegade is the best weapon in the game for PVP, and by far, the most efficient anti-arc weapon bullet for bullet for all the little arcs.

also to kill big Arcs, nothing is better than the Trailblazer, it can do many thousands of damage if you aim it right, each mini cloud is a seperate damage instance to every part of the Big Arc, so it goes like, 35 instances of 20 damage to like 9 parts each or something.

Its more efficent than the wolfpack, but doesn't home in so that's probably still best for the Rocketeer.
 
also to kill big Arcs, nothing is better than the Trailblazer, it can do many thousands of damage if you aim it right, each mini cloud is a seperate damage instance to every part of the Big Arc, so it goes like, 35 instances of 20 damage to like 9 parts each or something.

Its more efficent than the wolfpack, but doesn't home in so that's probably still best for the Rocketeer.
funny, i actually just got the blueprint for the trailblazer and so i tried it out and yeah its overpowered. im seeing a trend with this game in that the cheapest shit often wins out over the expensive shit which is a bit sad because i want to actually have a reason to bring in the expensive stuff but it seems to just put me at a disadvantage if i do. atleast the kits and shields do seem to get exponentially better with the only tradeoff being a bit slower movement that really doesnt matter in the grand scheme of things.

The Renegade is the best weapon in the game for PVP, and by far, the most efficient anti-arc weapon bullet for bullet for all the little arcs.
this has to be just pure lies, maybe its good for pvp if your at a medium range but in terms of arc it is second rate to the anvil, i tested it out in a game even upgrading it to lv4 and putting my best attachments on it and its complete shit. cant kill rollers in one hit like the anvil unless maybe you hit the glowing part but your not doing that if they catch you offguard, it does fuckall damage to armored portions so taking out a hornet is a struggle, its just shitty for anything other than long range and even that it struggles at due to having less arc penetration than the anvil plus using medium ammo which is not more efficient since you will use two ammo on things that the anvil would take out with one ammo.
 
his has to be just pure lies, maybe its good for pvp if your at a medium range but in terms of arc it is second rate to the anvil, i tested it out in a game even upgrading it to lv4 and putting my best attachments on it and its complete shit. cant kill rollers in one hit like the anvil unless maybe you hit the glowing part but your not doing that if they catch you offguard, it does fuckall damage to armored portions so taking out a hornet is a struggle, its just shitty for anything other than long range and even that it struggles at due to having less arc penetration than the anvil plus using medium ammo which is not more efficient since you will use two ammo on things that the anvil would take out with one ammo.
First off, it is not complete shit, there are two types of damage, there's the actual damage thats what the gun does in terms of HP, and armor damage.

armor penetration means nothing if you hit a part that isn't armored, IE, Wasps entire body is not armored at all, same with a Pop, the gun for hitting weak points is far and away the most efficent, bullet for bullet, and for the rate of fire you can shoot it, you can hold double the ammo too, so this isn't much of a point, you need just two bullets.. one to each propeller, to kill a wasp or a hornet, so long as you can hit the back propellers on the hornet.

The Anvil takes alot of this aiming out of the equation, you simply shoot the armored parts too, however its slower, has less range, and less handling upgrades available to attach to the gun.

the Renegade fires hipfire better than the anvil as well, if you can manage it
 
Yeah I dunno about efficiency but I'd agree the renegade is better overall. If you can aim you don't need to be shooting armour so it'll kill stuff quicker and more smoothly. Burners take a couple hits if they haven't opened up but they aren't exactly quick getting near you. It's kinda to the anvil what the anvil is to the ferro, minus the arc pen but getting the range back.

If you're gonna be indoors/underground for the entire run the anvil can be the better choice, sure. But on spaceport or blue gate I'd grab the renegade first if I had one lying around.
 
armor penetration means nothing if you hit a part that isn't armored
i didnt think about it this way however i still think the anvil is better because unless you have very good aim and are able to hit the unarmored parts of enemys with good accuracy it is far better to just have the anvil, you speak of ammo efficiency but where one shot on armor with the renegade is practically wasted if your trying to hit the unarmored portion the anvil will blow through that armor and especially with flying targets will cause it to spiral and miss its shot (unless its a wasp because i swear those things just use hitscan and will hit you even if they turn upside down)

the Renegade fires hipfire better than the anvil as well, if you can manage it
this is only really a point with the renegade since it does take so long to aim in with it especially once you put on a padded stock, the anvil aims in very fast so there really isnt a point to hitting hipfire with it. id say the anvil just needs a stock attachment point to negate all its flaws against the renegade but it already outclasses most of the guns in the game so if anything they need to keep the anvil where its at and buff the other guns.
also perhaps this is just my playstyle but when i have to shoot people its always short range and its often against shotguns, maybe if you can kill a player in two headshots with the renegade it makes sense but the stitcher is far more useful as a pvp weapon once you get the light mag 3 since a full mag will put down even a medium shield user in seconds which is fast enough to survive the first shotgun hit and kill them before they get the finishing blow off.
 
also perhaps this is just my playstyle but when i have to shoot people its always short range and its often against shotguns, maybe if you can kill a player in two headshots with the renegade it makes sense but the stitcher is far more useful as a pvp weapon once you get the light mag 3 since a full mag will put down even a medium shield user in seconds which is fast enough to survive the first shotgun hit and kill them before they get the finishing blow off.
alot of combat is up close.. until you learn how to space them out or avoid choke points, but this takes a long time on mastering the map (Stella, or indoor bluegate or w/e) and learning how to goade people into fighting longer hallways where ranged weapons excell.

I never engage shotgun fuckers even if I have a shotgun, its too lethal and if I peak shoot wrong I'm dead, there's no chance to flee once you take the brunt of the damage first, its just a bad gamble every time, instead I barricade between them and me, then disengage back, if they go to unfold the barricade, I slap two trigger nades on the back (or have a volt mine on the back) and they cannot possibly avoid either once it folds down due to the timing of it.
 
The Vulcano is good, but yea, like all the purple weapons, its not worth building besides the tempest.
Even the Tempest gets shit on at close range by the Stitcher, ask me how I know. Cheaper is just plain better for pvp, maybe go with the Il Toro if you want to get fancy.
 
Even the Tempest gets shit on at close range by the Stitcher, ask me how I know. Cheaper is just plain better for pvp, maybe go with the Il Toro if you want to get fancy.
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The Tempest beats the Stitcher in every way, time to kill wise, its completely superior without a doubt, same with the bobcat, which unfortunatly has worse performance in terms of recoil though.
 
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The Tempest beats the Stitcher in every way, time to kill wise, its completely superior without a doubt, same with the bobcat, which unfortunatly has worse performance in terms of recoil though.
interesting chart, weird that even the legendarys cant one shot headshot, i wonder if the reason the info on the two legendarys is missing is because the person who made this doesnt have them. i read something about needing to kill either the matriarch or queen to get them but i also saw something about how they made them just a random drop for stella montis and i dont know which is the truth, does anyone here have them? this chart seems to point to the fact that the bobcat is either just slightly better than the stitcher or atleast on par due to it needing more shots to kill but shooting faster.
 
The renegade 2 taps wasps to the body, and will take an unarmored rotor of a hornet off in 1. Adding a stock for less dispersion and a long barrel turns it into a flyswatter effective out to 300m. Fully or at lv3 upgrade the fire rate is really only beaten out by a kettle or stitcher in cqb
 
it does take so long to aim in with it especially once you put on a padded stock
PS: don't.
I know the colours are prettier but you can just stop at a lvl 2 stock for most things unless you have a reason. Some recoil compensation is not worth the extra ADS and equip/unequip time in a game where things die this fast (especially if it's a semi automatic that you're going to aim before shooting each of the two to three bullets you need).
 
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