u4gm ARC Raiders Week 7 Trials Guide How to 3 Star Fast

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Struggling with ARC Raiders Season 1 Week 7 Trials and those last few stars Just lay out a clean route pick safe maps and use solid gear so you can grind points without burning out.

Season 1 Week 7 has properly kicked off in ARC Raiders, and if you have pushed past level 15 you already know the routine. Trials are back on the board, the leaderboard is brutal, and no one wants to sit in that bottom 20 percent and eat a demotion instead of upgrades or new ARC Raiders Items. If you are chasing the top 20 for that double rank bump, you cannot afford messy runs or wasted gear, so the way you route each challenge matters more than people think.

Hunting Ticks, Fireballs, and Pops

When you queue solo, the destroy Ticks, Fireballs, and Pops objective feels a bit rough at first, mostly because no one is covering your flank. The best approach is to drop into Dam Battlegrounds or Stella Montis and head straight to the higher tier loot spots like Administration or Research. Those areas are usually crawling with small ARCs, and you will clear the requirement quicker than just roaming the open fields. If you prefer Buried City, swing by the Hospital or the Space Travel point of interest. You do not need to wipe every group, either. Pick the clusters that are easy to kite, tag them fast, and move on so you are not burning plates and stims just to finish a basic trial.

Making Supply Drop Runs Less Painful

The "Search Supply Drops" task looks simple on paper but ends up being the most annoying bit for a lot of players. In duos or trios, everyone sprints at the same drops and it turns into a mess. A much cleaner way is to queue solo on the Spaceport map and focus only on this objective for a couple of raids. You need three drops for full stars, so find a call station, hit the button, and lock down the area while you wait. Once the crate hits the ground, breach it and search straight away instead of stopping to loot everything around it. You can use drops called by other players, sure, but that usually means you are running into someone who is already set up and waiting for you, which is rarely worth it if you just want trial progress.

Farming Wasps and Dealing With Bastions

For the combat challenges that ask you to damage Wasps and Bastions, timing and loadout make a huge difference. With Wasps, it pays to wait for a night raid or an electromagnetic storm. Those events dump a ton of Hornets onto the map and you will see groups everywhere you look. If you have the credits, bring a couple of seeker grenades and a hullcracker. One decent pull and you can clear ten or more in a single run, as long as you do not panic and forget you still have to extract for it to count. Bastions sound worse than they are. You only need to bring down one for full stars, and two well thrown wolfpack grenades usually sort it out before it really spins up. Just keep some cover between you and its main gun so you are not forced to blow extra med supplies.

Tagging Queens and Staying Profitable

The last piece is the Queen or Matriarch damage requirement, and this is where a lot of people overcommit. You only have to deal damage, the kill does not matter for the trial, so there is no need to burn half your ammo stack trying to finish the fight. Solo lobbies are usually a bit calmer, which makes it easier to poke the big ARC from range with a Jupiter or Equaliser, get the tick on the counter, and then bail out before things get wild. If you keep that mindset across all the challenges – in, get what you need, out again without wasting consumables – you will find yourself climbing towards that top 20 percent while still having enough cash left over for better armour and a few more cheap Raiders weapons.

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