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[火影忍者online] U4GM What Are the Best Guns to Destroy ARC Raiders ARCs Tips Guide

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发表于 2025-12-16 16:30:43 | 显示全部楼层 |阅读模式
Chasing ARCs has a funny way of punishing “fast and light” thinking. You load in with a tidy little kit, feel quick on your feet, then a heavy unit shows up and your rounds do basically nothing. You’ll burn ammo, panic, and realise movement doesn’t matter if you can’t crack armour. If you’re still sorting your stash, it helps to look at ARC Raiders Items while you plan, because the whole fight is really about carry weight versus punch.

A lot of players fall into the same loop. They pick the lightweight option, tell themselves they’ll “play smart,” and then get stuck in long, messy engagements. Light weapons can clean up little threats, sure, but once a Rocketeer or Bastion is on the field, you need damage that shows up right now. Not “eventually.” You want fewer reloads, fewer exposed peeks, and fewer seconds spent wondering if your shots are even registering through plating.

If you’re serious about dropping ARCs efficiently, the Renegade and the Anvil are the names you keep hearing for a reason. The Renegade’s the flexible one. It hits hard, stays controllable, and it rewards you for staying calm and placing shots instead of spraying. You’ll notice it most when something tanky pushes your position and you don’t have room to dance around. The Anvil is the other vibe entirely. Heavier feel, heavier intent. It’s the gun you bring when you’re done negotiating and you just want the machine to stop moving.

Sometimes you don’t get the dream drop. That’s normal. The Hull Cracker is a practical answer when armour is the problem and you need it gone, fast. It’s not fancy, but it does the job and it lets your follow-up damage matter. Betina is another strong choice when you want something reliable that still bites; it’s the kind of weapon that makes a run feel steadier even if the raid goes sideways. And yeah, the Venator exists, and it’s fine for general fights, but when the biggest targets are on the table, “fine” turns into “why won’t this thing die.”.

The real trick is committing to a plan: bring a primary that can hurt heavy units, carry enough ammo to finish the job, and don’t pretend you’ll out-sprint bad math. Pick your fights, keep cover close, and reload before you’re empty, not after you’re desperate. When you’re choosing what to invest in, it’s worth focusing on ARC Raiders weapons that consistently break armour and end encounters before they spiral into a resource dump.

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