- ARC machines are moving hazards, not mandatory targets — the best Raiders pick their fights.
- Noise management matters most: loud fights attract both ARC units and rival Raiders.
- Weak points differ by machine type; positioning beats raw damage in almost every encounter.
- Bypassing a Surveyor or Turret is usually cheaper than destroying it.
- Bastions demand squad coordination, heavy ammunition, and a planned retreat route.
How to Read ARC Threats in ARC Raiders
Every raid in ARC Raiders is a three-way fight: you, hostile ARC machines, and other Raiders. The single most important skill is deciding which of those fights to actually take. An ARC encounter costs ammunition, healing, time, and — most dangerously — attention. A loud Bastion engagement can pull a second ARC group and every nearby squad straight to your position.
The machines follow predictable patterns. Learn the attack telegraphs, the patrol routes, and the disengage conditions for each type, and you will save resources on runs where the reward simply does not justify the fight.
Video Highlights:
- How ARC machines signal escalation before an attack
- Positioning and cover use against flying and heavy units
- When disengaging preserves more value than a kill
Before firing at any machine, identify your exit route. The safest fight is the one that gives you an escape option before it begins.
| Machine | Type | Threat | Fight or Bypass |
|---|---|---|---|
| Tick | Small ambush | Low alone, high in packs | Fight early, never chase indoors |
| Hornet | Flying attacker | Medium | Fight with cover, or rotate around |
| Leaper | Fast close-range | Medium-high | Fight in open ground only |
| Bastion | Heavy armored | High | Squad fight, or reroute |
| Surveyor | Recon/alert | Situational | Bypass when possible |
| Turret | Stationary | Medium in open | Bypass unless blocking |
ARC Machine Breakdown & Weak Points
Each ARC unit has specific weaknesses that determine the correct counterplay. Use this reference to plan your weapon and approach before the encounter starts.
Tick
- Weakness: Open sightlines, early detection
- Detonates or strikes at close range
- Fast, accurate fire beats prolonged aiming
- Riskiest while looting in confined spaces
Hornet
- Weakness: Predictable flight paths, solid cover
- Fires from the air to push you off cover
- Shoot during its attack approach, then reposition
- Never trade shots standing in the open
Leaper
- Weakness: Predictable landing windows
- Punishes stationary players with leap attacks
- Punish the recovery window after each landing
- Avoid fighting it in narrow passages
Bastion
- Weakness: Flanking angles, short exposure windows
- Controls open areas with heavy weapons
- Requires coordinated squad fire
- Disengage if supported by smaller machines
Surveyor
- Weakness: Cover, predictable patrol routes
- Can escalate an otherwise quiet route
- Kill quickly and quietly if necessary
- Bypass is usually more efficient
Turret
- Weakness: Fixed firing lane
- Punishes crossing its sightline without cover
- Flank or block the lane instead of dueling
- Destroy only if it guards your objective
A missed kill is better than a loud failed one. Do not chase a Tick through a building or duel a turret from the same angle repeatedly — repeated firing draws Raiders to your position.
Recommended Weapons by ARC Encounter
Weapon choice should match the machine, the terrain, and your ammunition budget. High-damage options are wasted on Ticks; shotguns are suicide against a Hornet's aerial angle.
| ARC Target | Best Weapon Classes | Key Attachment Priority | Solo Rating | Squad Rating |
|---|---|---|---|---|
| Tick | Fast-firing primaries, shotguns | Handling, hip-fire control | ★★★★★ | ★★★★ |
| Hornet | Assault rifles, LMGs | Recoil control, mid-range optic | ★★★★ | ★★★★★ |
| Leaper | Shotguns, high-damage ARs | Handling, reload speed | ★★★★ | ★★★★ |
| Bastion | High-damage rifles, explosives | Stability, armor-piercing options | ★★ | ★★★★★ |
| Surveyor | Quiet accurate rifles | Optic, stability | ★★★★ | ★★★★ |
| Turret | Accurate rifles, explosives | Short exposure windows | ★★★ | ★★★★ |
Heavy and specialized ammunition is expensive to replace. If a Bastion is not blocking a required route, bypassing it preserves resources for the fights that actually pay.
Step-by-Step: Handling an ARC Encounter
Follow this sequence whenever a machine detects you or blocks your path. The process works for solo and squad play, with only the disengage threshold changing.
Identify and Assess
Confirm the machine type, count nearby units, and check whether it has already triggered an alert response. A lone Tick and a Tick pack require opposite decisions.
Check Cover and Exits
Locate hard cover between you and the machine, and identify at least one covered retreat path. If no exit exists, move to one before engaging.
Decide Fight or Bypass
Weigh the reward against ammunition, healing, and noise. Bypassing Surveyors and Turrets is usually the efficient call; Bastions only justify a fight when mission-critical.
Engage on Your Terms
Open fire from cover, target vulnerable components, and fire during predictable windows — the Hornet's approach, the Leaper's landing recovery, the Bastion's attack exposure.
Rotate After Contact
After any loud fight, move. Nearby squads track repeated noise. Loot quickly, then relocate before beginning the extraction approach.
Map Awareness & ARC Hotspots
ARC activity interacts differently with each map's terrain. Use the terrain profile to choose where fights are acceptable.
| Map | ARC Encounter Profile | Terrain Advice |
|---|---|---|
| Dam Battlegrounds | Machine activity around open approaches | Use vertical sightlines against you; fight from structures |
| Buried City | Dense interiors amplify Tick and Leaper risk | Fight in rooms with two exits, never stairwell chokes |
| Spaceport | Long sightlines favor Hornets and Turrets | Move cover-to-cover; check elevated angles first |
| Stella Montis | Complex interiors with fixed entrances | Plan retreat through service corridors before deep pushes |
| Frozen Trail | Exposed lanes and reduced visibility | Shelter-to-shelter movement; avoid open snowfield fights |
Before Every ARC Fight:
- Machine type identified and patrol route observed
- Hard cover and one covered exit route confirmed
- Ammunition sufficient for the full engagement plus a PvP follow-up
- Nearby Raider activity checked by listening before firing
- Retreat direction agreed with the squad
FAQ
Q: Should I kill every ARC machine I meet in ARC Raiders?
No. Treat ARC machines as moving hazards. Bypassing a Surveyor or Turret usually costs less ammunition and attention than destroying it. Fight only when the machine blocks an objective, guards an extraction route, or drops something you need.
Q: What is the best weapon against Bastions?
High-damage rifles, heavy weapons, and armor-piercing or explosive options. Bastions are a squad target: one player maintains attention while the others use separate flanking angles. Solo players should generally reroute rather than contest a Bastion in the open.
Q: How do I stop Ticks from ambushing me while looting?
Listen for movement before opening containers, and back into open ground where a Tick cannot reach melee range in a confined space. Fast-firing primaries and shotguns handle them quickly — just avoid chasing one into a building.
Q: Why do my ARC fights keep attracting other players?
Machine fights are loud and prolonged. Repeated firing marks your position for every nearby squad. After any loud engagement, loot quickly and rotate away before starting your extraction approach, and fire only during predictable attack windows to shorten the fight.