ARC Raiders is an extremely fun game to play, especially with friends, but after spending over 50 hours playing the game (well, maybe more than 100 already), I started to accumulate some regrets: Things I wish I knew sooner and opportunities lost during the learning process.
This list is a breakdown of 10 of the things I regret not knowing earlier while playing ARC Raiders. I hope it helps all new players get used to the game faster, so they can enjoy playing every second of it.
The unwritten rules of ARC Raiders are explained
ARC Raiders emphasizes community interaction in its gameplay, so players will want to make sure they follow these unwritten rules.
I regret not knowing the value of some items
It's not just about price and quality: its usability is also important
Despite my best efforts to learn the basics of ARC Raiders really quickly, there was one thing I failed to understand until it was quite late: that is, the real value of certain objects, which Keys, Unusual componentsand even Seeds. There are even some rare materials that are quite rare, but players always take them for granted: they see green, they prefer to prioritize blue instead.
All the loot lost to not knowing what is valuable and what isn't is now a springboard for readers to understand that they should be careful what they pick up in Topside. Always make sure that the seemingly “less valuable” items are not part of a requirement for a larger project or to upgrade the workbenches.
Not knowing about the camera trick
Rookie mistake, I should know better than this
As a third-person shooter, ARC Raiders giving players the freedom to move the camera around (360º) to the point where it's possible to check what's lurking behind walls (when the doors open, and visibility allows, of course).
I wish I had known this sooner, to avoid any ambushes when walking through open doors. The thing is, rotating the camera isn't a 100% surefire way to avoid getting killed, but it helps a lot when approaching unsuspecting players or for looking around obstacles.
Does not use Noisemakers
Now I use them all the time
Noisemakers is the ultimate tool. They're cheap, easy to make, unobtrusive (they're barely visible when in use) and they make a ton of noise when an enemy Raider is nearby. Most gamers, like me, probably balked at the thought of using these gadgets at first glance, but that was a mistake.
If there is a way to safely raid some of the most dangerous places ARC Raidersthat is, placing Noisemaker (or several) at the entrances. This will alert players raiding inside to the presence of rival raiders who may turn hostile and fire on aim to claim all that valuable loot. The noise these things make is enough to make some attackers run away, and because it's also tempting ARC enemiescan it force them to fall back at full speed.
This ARC Raiders Loadout Is Virtually Unbeatable (And It's Basically Free)
ARC Raiders has many loading options for you to choose from based on the content you play, but one is perfect for all needs, and it's basically free.
Neglecting to select enough ammo before a run
Running out of ammo on top is no fun at all
Ammo is super easy to craft, and even those who avoid picking base materials regularly can make enough just by collecting scrappy rugs from the Rooster.
The problem is: Ammo can't be crafted on the surface, and there are only a few specific containers that can hold a few bullets inside. This is a mistake that veteran players avoid at all costs, but in the past I fell for the illusion of being able to loot ammo in a Run: It's never enough.
Not investing in the right skills from the start
In-Round Crafting & Traveling Tinkerer saved my life more than once
There are two special skills that need to be unlocked ASAP, and the first is In-Round Craftingwhich allows players to craft some basic necessities on the surface, such as shield chargers and bandages.
As players progress even further with their characters, they will be able to unlock an enhanced version of the skill, called Traveling Tinkerer. This skill unlocks the creation of advanced grenades, traps and even the Raiders Hatch Key. The latter will save players' lives countless times, as it opens up an instant escape route to Speranza, avoiding all PvP and ARC enemies in the process.
Don't know about ARC Armor & Weapon Utility
Some of the weapons I hated the most are now my power grids
Everyone hates being singled out; it is not up for debate. When I joined the game I was constantly harassed by people mercilessly spamming Ferro and Anvil shots from left to right. I ended up hating those guns and never used them. There is no doubt about it, some guns are superior to others.
But that was until I discovered them ARC Armor penetrationwhich then became a need to investigate further by running multiple Target Practice installations. In the end I found (like most players too) that Anvil is the best gun for most ARC Enemies, and that specific weapons like Stitcher or Il Toro can take down a player in seconds. Now I run Stitcher most of the time and wear an Il Toro in Stella Montis every time I distribute.
Not using Ziplines and Grenades enough
They are great! If you're not winning, you're not throwing enough grenades
Zip lines are noisy and take a lot of time to deploy. But they give players two things: element of surprise, a way to climb high places, and a way to create a quick refuge if the need arises. I used to avoid using them because it was annoying to carry them around. Now I feel the need to have at least one with me at all times.
And don't get me started on grenade tools! These things, despite initial failed experiments, proved to be the attackers best friend. Sure, they're noisy and attract a lot of attention, but a well-placed grenade can win a fight in a flash. Remember that.
Don't remember to use mines and door blockers in high risk POIs
Maybe, My Most Mortifying Regret in ARC Raiders
Mines are incredibly useful, and in combination with Door Blockerthey create the perfect environment for an ambush. Players who roam and loot run around foolishly without a care in the world, only paying attention to movement and not to objects lying down in sight.
That's what makes this combo so deadly: A mine doesn't make a sound, and when a player finds a barred door, they feel compelled to pry it open. They never know that there is someone with a gun pointing at them from the other side. When the door opens, the mine activates, damaging or stunning them: the player lying in ambush does the rest. An easy way to hunt other players.
All Resources in ARC Raiders (Loot Guide)
Discover every material, component and loot in ARC Raiders. Use this extensive loot table to track down the resources you need.
Now know about ARC Enemy Weakspots
Why didn't I figure this out sooner? Oh right, I was too busy looting like crazy
There is a method to one-hit most small ARC enemies and deal heavy damage to larger ones: Every ARC enemy has a weak point, and unfortunately most players (like myself) figured this out later than they should. For example: Most drone type bows are said to have their weak point at their rotors, but a single anvil or ferro shot to the red dot in the sensor (even a couple from a Rattler) can actually sink without too much trouble.
The fireballs open up before they attack, and in the nick of time, a single shot destroys them instantly. Pops can be shot at the lamps on their sides to make them burst, and even with the dangerous Shredders, a similar tactic does the trick.
Not knowing that I could call for the elevator and send it down when I was down
If they take you down, it's not necessarily over. Keep fighting until the end!
Most players don't know this, but if they get shot down near the elevator, they have almost enough time to call it up and then send it down. And yes, they can do it while downed. Crawling around can be slow, but reaching the panels is a possibility. More so if players have improved their perks to resist damage and have more “down time” (or, as some say, more time to suffer while bleeding out).
That is, of course, if players are shot down by an ARC drone or a Rocketeer going on a rampage. If players take them down from afar, chances are they won't make it in time. But maybe, if they had already called for the elevator, or another player intervened to give them enough time, they could crawl out of the crossfire and reach the activation panel (or computer) in time to save the run. The point is: Never give up!
ARC Raiders
- Released
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30 October 2025
- ESRB
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Teen/violence, blood