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U4GM How to Crush ARC Raiders Weekly Trials for Top Ranks

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ARC Raiders Weekly Trials (unlocked at level 15) turn every raid into a points race, with Monday resets, extract-only progress, and cosmetic and blueprint rewards for smart loadouts and clean exits.
When Monday rolls around, ARC Raiders stops feeling like a casual scav run and starts feeling like a timed sport. Once you're past level 15, those Weekly Trials light up and suddenly every decision has a price tag. I'll be honest: I even see people planning their loadouts around what they can afford to lose, or topping up essentials through U4GM so they can jump straight back into attempts instead of wasting the night farming basics. The biggest lesson is simple, though—nothing counts unless you extract, so "one more fight" is usually where good runs go to die.
How Points Really Add UpThe score sheet isn't mysterious, but it punishes wandering. Pop a standard Snitch and you're looking at 300 points. That's fine early on, but the leaderboard pace comes from bigger targets and clean routes. Bastions swing the total hard at 2,250, Rocketeers sit at 1,320, and even grabbing a Supply Drop is a tidy 800. What you're chasing are the reward thresholds—1,000, 2,500, and 4,000—because that's where the Uncommon, Rare, and Epic tiers unlock. The fun stuff like the "Happy Jig" emote is a nice bonus, but the prestige outfits at the Daredevil ranks are what people actually flex in lobbies.
Routes That Don't Waste Your TimeIf you want action, the Testing Annex in the Dam Battlegrounds is hard to beat. You can loop Snitch spawns fast, and hitting 1,200-plus points in a cycle happens more often than you'd think. The ladders nearby matter too—when the zone gets loud, you've got a clean line toward Red Lakes and you're not trapped in a bad angle. On quieter nights, or when you're solo and just want steady progress, Blue Gate is the low-drama pick. You'll see fewer squads looking for trouble, which makes plant harvesting feel almost free at 370 points each. Buried City works well for probing runs as well, landing around 667 points a hit if you keep moving and don't overstay.
Boosts, Modifiers, and Not Choking the ExtractLittle multipliers are what separate a decent week from a top-week. Combat or Looting Augments giving a 20% points bump doesn't sound wild, then you add it up over five challenges and it's huge. If you see Night Raid or an EM Storm modifier, drop what you're doing and queue—double points is the closest thing this game has to a shortcut. Also, insure the runs you care about. It won't save your pride, but it can soften the hit when you get clipped on the way out. The best players aren't always the flashiest; they're the ones who bank points, reset, and do it again.
Playing for the Week, Not the ClipThe top end gets sweaty fast: you're fighting for subranks, trying to stay inside the top brackets, and aiming at long-term titles like Cantina Legend. Gold tiers can pay out with Epic-level rewards like Bobcat blueprints, and holding a steady top 50% pace can push you toward Hotshot by month two, which helps your workbench economy more than people admit. The trick is to treat 15k points like a job—clock in, get it done, leave. If you're gearing up for that rhythm, it's worth checking what's available via ARC Raiders iteams so you're not stuck skipping attempts just because your stash is thin.

Learn more:ARC RAIDERS wl Gingy & Jamarr Chase | THE TEAM LEADER CHRONICLES

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