Arc Raiders is the sort of sport for which establishing strict metas goes to show tough. Your goal is to get out alive and with good loot; abstaining from violence is as legitimate a “strategy” as indulging in it. Is your death-machine construct “better” than my stealthy saboteur who can simply outrun you and conceal, getting away with all of the stuff I collected, thereby “winning”? Arc Raiders’ gameplay has extra happening, extra assorted “win conditions” than simply who can kill who quicker in a straight shootout.
However some weapons do have real benefits over others. A strict showdown would reveal whose weapon and construct choices gave them the clear benefit. However we’re hardly working in perpetual circles taking pictures at one another on a regular basis in Arc Raiders, nor are all of us anticipated to kill each other till the final particular person declared standing is the winner. So one’s arsenal can serve many functions, with lots of room for stylistic preferences.
The number of weapons obtainable in Arc Raiders permits you to plan and construct a number of completely different shooter archetypes, so let’s get into how these weapons work.
What sorts of weapons are on this sport?
Arc Raiders breaks its weapons down into eight broad classes: Assault Rifles, Battle Rifles, Submachine Weapons, Shotguns, Pistols, Gentle Machineguns, Sniper Rifles, and “Special.”
The weapons in these classes additionally fluctuate when it comes to which of the 5 ammo sorts they use (Gentle, Medium, Heavy, Vitality, and Launcher), in addition to their firing mode, harm, firing charge, and vary.
Firing modes specifically are essential as they decide the tempo at which you’ll be able to fireplace. Semi-auto fires with each pull of the set off, full-auto continually fires, and the three-round burst is quite self explanatory. Numerous different weapons characteristic “actions,” which means your character should function the gun ultimately after every shot (that is typically distinct from reloading), so your photographs will likely be gradual, however often fairly highly effective. Maybe the most typical instance throughout a wide range of completely different video games is the bolt-action firing mode, which sees your character working a bolt after every shot (simulating the operation of real-life bolt-action rifles).
Why is all of this essential? Properly, if you wish to run and gun, one thing like a Ferro, which is a heavy break-action rifle and requires you to load every spherical, gained’t be as appropriate as one thing like a Stitcher, which is a completely automated submachine gun. However that Stitcher gained’t aid you nail a high-powered shot from an ideal distance; that’s the Ferro’s speciality.
For every of those broad gun sorts, there are completely different rarities too, with rarer gadgets being extra highly effective: grey is for widespread weapons, inexperienced for unusual, blue for uncommon, purple for epic, yellow for legendary.
And aside from legendary weapons, all weapons may be leveled up thrice to a max of stage 4. Numerous parts of a firearm enhance as you stage them up. Some will see elevated journal measurement and elevated sturdiness, others will see elevated sturdiness and fire-rate, and so forth. I’m discovering this Arc Raiders wiki to be a wonderful useful resource for the uncooked numbers.
So let’s kind these weapons into some use instances, of which you’ll discover there’s some overlap.
The perfect weapons for close-quarters fight

Shotguns on common promise wild quantities of excessive harm with exceedingly poor vary. Nice for instances whenever you’re nervous somebody would possibly leap out from a nook mere ft away from you. For these, you get two choices:
- Il Toro: Unusual shotgun, pump-action (fairly superior when leveled up and kitted out effectively)
- Vulcano: Epic shotgun, semi-automatic (the one time I had an opportunity to make use of this, I intestine jumped and barely fired a shot off earlier than it was lengthy gone)
Following that, submachine weapons will fare effectively given their excessive firing charge comes at the price of vary, however you additionally don’t want to fret about having pinpoint accuracy.
- Stitcher: Widespread submachine gun, absolutely automated (fairly superior when absolutely leveled up and kitted out with good mods)
- Bobcat: Epic submachine gun, absolutely automated
Lastly, assault rifles aren’t horrible in some instances, offered they’re absolutely automated (for my playstyle, anyway—should you can precisely place semi-automatic photographs whereas experiencing the panic of a close-quarters gun struggle, extra energy to you). Absolutely automated assault rifles embody:
- Rattler: Widespread assault rifle (irritating to make use of at low ranges, for my part)
- Tempest: Epic assault rifle
- Bettina: Epic assault rifle
The perfect weapons for medium-range fight

These are the conditions during which your enemy isn’t thus far off you want a scope to see ‘em, but they’re nonetheless far sufficient away to render one thing like a shotgun fairly pointless. In case you can management the recoil effectively and shoot in managed bursts, the Rattler, Tempest, and Bettina are good choices right here too. In any other case, the next semi-automatic weapons and the lone three-round burst rifle will serve you effectively:
- Kettle: Widespread assault rifle, semi-automatic (I don’t get together with this weapon, FWIW)
- Arpeggio: Widespread assault rifle, three-round burst (it’s just like the FAMAS from Steel Gear Strong and the battle rifle from Halo 2 had a child)
The perfect weapons for long-range fight

Whereas the assault rifles above can definitely show helpful in some restricted long-range conditions, you might have much better choices for delivering high-damage, precision photographs from a distance in case your marksmanship is as much as snuff.
- Ferro: Widespread battle rifle, break-action (utilizing that is the most effective a part of shedding all the best way to subsisting on Widespread weapons)
- Renegade: Uncommon battle rifle, lever-action (like a quicker although barely weaker Ferro)
- Osprey: Uncommon sniper rifle, bolt-action (for whenever you wish to be her)
- Jupiter: Legendary sniper rifle, bolt-action
Observe that the one gun with a scope in any respect on this sport is the Osprey sniper rifle. Even the legendary Jupiter sniper rifle simply has the display screen zoom in a bit when ADS-ing as a substitute of shifting to a scoped view.
What about these pistols?

Pistols and handguns are humorous issues in lots of shooters. On one hand, they’re maybe most purposeful as sidearms–excellent for these “oh, shit” moments whenever you don’t have sufficient time to reload your most important weapon, and so fall again to one thing just a little speedier although much less highly effective. On the opposite, they’re typically too cool to simply be weapons you fall again on.
In case you’re after the theater of being that particular person with the fast set off finger on a pistol, begin with the Burletta for coaching wheels and graduate to the Venator.
These are your 4 pistol choices:
- Hairpin: Widespread, slide-action (completely silenced)
- Burletta: Unusual, semi-automatic (positively essentially the most side-armed of sidearms)
- Anvil: Unusual, single-action (Arc Raiders’ hand cannon)
- Venator: Uncommon, semi-automatic
And the toys
Every thing above will cowl your bases. However if you wish to pack a ton of warmth to take down the sport’s greatest threats or present different gamers you’re not messing round, listed here are your choices:
- Torrente: Uncommon mild machine gun, absolutely automated (the bullets actually go brrrrrrr)
- Equalizer: Legendary beam rifle, absolutely automated
- Hullcracker: Epic armaments launcher, pump-action
And there ya have it, roughly 5 completely different broad shooter archetypes unfold out amongst Arc Raiders’ present arsenal. Naturally, the upper tier of rarity, the higher the gun is on the factor it does. Although you continue to would possibly discover, for instance, that whereas the Ferro and Renegade occupy very comparable territory, they’ve some clear variations that may nonetheless make the Ferro extra interesting for some (specifically the upper harm per shot).
Additionally, all of those weapons at stage 4 are the most effective variations of themselves. As for modifications, muzzle attachments, rear inventory choices, and so forth, these are a topic for an additional day since they may help information any one in all these weapons down a extra specialised path.


