Arc Raiders how damage arc enemies in old town trials guide

Guide: arcraiders · Published · 3,180 words · 17 min read

arcraiders key art
In-game screenshot

Quick Answer: To damage ARC enemies in Old Town Trials, bring anti-robot weapons, stay mobile, target weak points, and use grenades or environmental traps to chip armor safely while completing trial objectives.

What this guide is really helping you do

This guide helps you survive the beginner curve in ARC Raiders while focusing on the kind of “hit the robots, don’t get melted” gameplay that shows up in Old Town Trials and similar early progression tasks. The game is an extraction adventure set on a lethal future Earth overrun by ARC machinery, so the beginner challenge is not just aim—it is learning when to fight, when to leave, and what to keep. ARC Raiders is built around that tension, and it can be played solo or in teams of two or three, which matters a lot when you are trying to damage ARC enemies without getting swarmed Source Source.

If you are here because you searched for Arc Raiders how damage arc enemies in old town trials guide, the short version is: use cover, break line of sight, aim for exposed parts or weak points, and do not treat every robot like a normal shooter target. Some ARC enemies are safe to poke at range, some punish overconfidence, and some are basically loud lessons in why your first loadout should not be precious. That beginner mindset carries through the whole early game, especially if you are still learning extraction routes, loot priorities, and how to complete challenge-style objectives without donating your gear to the map.

First-hour checklist

Your first hour should be spent learning the map, testing weapons, and extracting with a small pile of useful materials rather than trying to “win” every fight. The best early hour in ARC Raiders is boring in the good way: scout, loot, survive, and come home with enough gear to make the next run easier.

Step-by-step first-hour plan

  • Run a low-risk exploration session first. Enter a mission with the mindset of “learn, don’t flex.” Move through streets, alleys, rooftops, and ruins to see where ARC patrols like to roam.
  • Test multiple weapons in the Practice Range or on easy targets. The game’s achievement data even shows that only a minority of players test broad weapon variety early, which is a classic sign people rush past fundamentals instead of learning recoil and effective range.
  • Loot for flexibility, not luxury. Grab healing items, ammo, grenades, and crafting materials before chasing rare drops.
  • Mark extraction paths mentally. Know at least two exit routes in case your fight against ARC enemies drags on longer than expected.
  • Practice safe damage on robots. Peek, shoot weak spots, reposition, repeat. If a fight starts becoming a full brawl, disengage and reset.

What to do in your first few runs

Your first few runs should teach you three things: where ARC enemies spawn, which loot routes are worth repeating, and how much punishment your current kit can actually handle. Try these concrete early actions:

  1. Fight one small ARC enemy group on purpose. Use it to learn how much damage your starter weapon does when you hit the right spots.
  2. Open containers on the way to objectives. Even if the loot looks “meh,” this trains your route discipline.
  3. Extract once with a modest haul. A successful extraction with average loot is better than a heroic death with nothing.

If you are specifically trying to damage ARC enemies in Old Town Trials, think of the early hour as a calibration phase. You are not trying to clear the map. You are learning whether your current loadout is better for burst damage, sustained chip damage, or panic survival. That matters because trial objectives often punish hesitation but also punish recklessness. The sweet spot is controlled aggression: one exposed angle, one burst, then back to safety.

Early goals worth prioritizing

  • Find at least one reliable primary weapon you can aim with confidence.
  • Carry one defensive tool for emergencies.
  • Identify one route that lets you disengage from ARC patrols.
  • Bring back enough materials to avoid going in empty-handed next run.

That’s the beginner rhythm: observe, test, extract, upgrade.

ARC Raiders · Wikipedia
ARC Raiders · Wikipedia · CC-BY-SA 4.0 · CC-BY-SA 4.0

You might also like

Resource priority order

Your early resource priority should be survival tools first, progression materials second, and luxury gear last. In a game like ARC Raiders, hoarding the wrong things is just inventory cosplay; the stuff that matters early is what keeps you alive and lets you keep learning.

Best early spending and hoarding order

Priority Spend on it Why it matters early What to avoid
1 Healing, ammo, and basic survival tools Keeps you in the field long enough to learn and extract Burning rare crafting parts on flashy upgrades too soon
2 Reliable primary weapon and ammo compatibility Makes ARC enemies easier to damage consistently Carrying a gun you “like” but cannot control
3 Mobility or escape options Lets you reset fights and survive ambushes Overcommitting to pure damage with no fallback
4 Crafting materials for repeatable progress Builds long-term momentum after each successful run Selling or consuming everything immediately
5 Rare upgrade components Useful later, but often wasted on beginner uncertainty Gambling precious items on experimental builds

The main rookie trap is spending resources emotionally. A shiny weapon drop feels amazing, but if you do not have the ammo, healing, or confidence to bring it into a fight, it is just an expensive paperweight. The better move is to build a small “safe kit” you can rebuild easily after a bad run. That means keeping enough baseline supplies to field a second attempt without feeling broke.

What to hoard versus what to use

Hoard:

  • Crafting mats that appear in multiple recipes
  • Healing items that can save a run
  • Ammo types that match your favorite weapon
  • Anything that unlocks more consistent upgrades later

Use:

  • Common consumables
  • Throwables that help you secure an extract
  • Upgradeable gear that meaningfully improves survival
  • Temporary tools for trial objectives

For Old Town Trials specifically, resource discipline matters because trial-style encounters tempt you into wasting ammo on the wrong target. If a small drone can be avoided, avoid it. If a bigger ARC unit threatens your route, use the right tool rather than dumping your entire backpack into it. This is also where a support-minded mindset helps in team play: one player can draw attention while another preserves ammo for the actual objective target.

Simple beginner economy rule

If a resource does not help you:

  1. survive the current run,
  2. extract successfully, or
  3. make the next run easier,

then it is not an early priority.

That rule keeps you from over-investing in gear you are not ready to use well.

How to damage ARC enemies in Old Town Trials

You damage ARC enemies in Old Town Trials by using cover, aiming at weak points, and applying the right type of pressure instead of spraying at full armor. That sounds obvious, but in practice beginners often waste half their magazines because they shoot the most visible surface instead of the vulnerable part.

The basic approach that works

  • Use cover to create brief shooting windows. Peek out, land damage, move back.
  • Aim for exposed components. Many machines have parts that take damage more efficiently than their armored shell.
  • Use grenades or utility to force movement. If an ARC enemy is standing in a bad position, make it relocate.
  • Focus on one target at a time when possible. Splitting damage between multiple robots usually ends badly.
  • Reset the fight if it turns messy. If you lose control, back off and re-engage from a safer angle.

The “Old Town” part matters because urban terrain gives you lots of corners, windows, staircases, and debris to work with. That means you should think of the map as your second weapon. A drone in a narrow alley is a different fight from the same drone in an open square. A rooftop angle can make a hunt manageable; a street-level tunnel can turn it into a disaster.

Examples of good damage habits

  • Small drone in the open: wait until it commits to a path, then burst its exposed side before ducking.
  • Mid-sized ARC unit near a wall: circle to a flank angle so you can shoot exposed points instead of the front plate.
  • Group encounter: use one grenade or lure tool to disrupt spacing, then finish the most dangerous target first.

Examples of bad damage habits

  • Standing in the street and mag-dumping armor
  • Chasing a robot around a corner with no escape plan
  • Ignoring sound cues and getting flanked by a second ARC patrol
  • Trying to “save ammo” by using the wrong weapon for the job

A practical trial mindset

For Old Town Trials, the safest beginner mental model is this: your goal is not maximum damage per second, it is efficient damage per exposure. Every time you peek, the robot should take something meaningful. If your peek is doing nothing, your angle is wrong, your target is wrong, or your weapon choice is wrong.

That is why the best beginner damage loop is:

  1. identify the ARC unit,
  2. find one exposed angle,
  3. land controlled damage,
  4. relocate,
  5. repeat until the target is either down or no longer worth the risk.

If you are playing solo, the loop has to be even cleaner because nobody is there to bail you out. In duo or trio play, call out targets so your team does not all shoot different things like confused mall security.

Common Mistakes

Common mistakes in ARC Raiders usually come from overconfidence, bad resource habits, or trying to play it like a standard shooter instead of an extraction game. Below are the mistakes beginners make most often, plus the fix for each.

Mistake 1: Shooting armored ARC enemies from the front

Players do this because the front is the easiest thing to see, but it is often the least efficient place to deal damage.

Fix: strafe for a flank angle, use cover to force a side peek, and aim at exposed components instead of dumping rounds into the hardest surface.

Mistake 2: Carrying too many “maybe later” items

Players hoard random materials, rare-looking junk, and oversized kits until their inventory becomes a museum.

Fix: keep a simple rule for your first runs: if it helps survival, extraction, or crafting progress soon, keep it; otherwise convert it into usable value or leave it behind.

Mistake 3: Fighting every ARC patrol you see

Beginners often think every robot is a test they must pass, when sometimes the correct play is simply to walk around it.

Fix: only take fights that either protect your route or advance your objective. If a patrol is off-path, let it live and keep moving.

Mistake 4: Forgetting an extraction plan

Players get excited after a good fight, then die with a full backpack because they never thought about the way out.

Fix: before engaging, identify your nearest escape path, a backup route, and one safe spot where you can heal or reload.

Mistake 5: Wasting utility on easy targets

New players often throw grenades, use special tools, or spend limited consumables on enemies they could have outplayed with movement.

Fix: reserve premium utility for dangerous situations, clustered enemies, or objective pressure, and use basic weapon damage for smaller threats.

Mistake 6: Staying in the same spot too long

Static players get punished hard in extraction shooters because sound, aggro, and third-party pressure stack up quickly.

Fix: shoot from one angle, then move. Even a tiny relocation can break enemy pathing and buy you a safer second peek.

Mistake 7: Treating solo play like team play

Solo beginners often overcommit because they expect backup that is not there.

Fix: when playing alone, lower your aggression by one notch. Take cleaner fights, use more cover, and disengage sooner than you would in a squad.

These mistakes all share one theme: beginners often spend too much confidence and not enough information. The fix is usually not “get better aim instantly,” but “make the fight simpler.”

Pro Tips

Pro tips for ARC Raiders are mostly about using the map and enemy behavior against each other instead of trying to outshoot everything. These are the habits that start separating “I survived” from “I actually understood what happened.”

Tip 1. Use corners to force predictable enemy movement

When an ARC unit is tracking you through a narrow street or doorway, back up just enough to make it choose a path, then punish that path instead of its armor. This is especially useful when you are low on ammo and need every burst to count.

Tip 2. Save one disengage tool for after the fight starts

If you enter Old Town Trials with every escape option already spent, you are one bad angle away from a wiped run. Hold one throwable, movement option, or healing item in reserve so you can reset when a second enemy joins the party.

Tip 3. Chain damage with sound control

If you fire continuously, you announce yourself to the whole neighborhood. Instead, use short bursts, relocate, and let enemy aggro settle before re-engaging. This is one of the simplest ways to avoid attracting a second wave while you are still working on the first.

Tip 4. Learn which fights are “loot fights” and which are “quest fights”

A loot fight is optional and should be skipped if it risks your extraction. A quest fight, like the kind that supports trial progression, is worth more commitment. If the fight does not move your objective forward, do not let it hijack the whole run.

Tip 5. Practice target selection, not just aim

If two ARC enemies are present, the dangerous one is usually the one that can disrupt your movement or create pressure while you are exposed. Train yourself to ask: “Which target makes me lose control first?” That target should usually get your attention first.

Tip 6. Fight from places where you can leave

Every good damage position should also be an escape position. If you can only shoot from a spot that traps you, it is not a good beginner angle. A rooftop with a ladder, a window with a side exit, or a street corner with two lanes of movement is much safer.

Tip 7. Keep one low-risk run in your routine

Every few runs, do a “budget” attempt where your only goal is to leave with useful materials. That keeps your stash healthy and reduces the emotional pressure that makes players take terrible fights in the first place.

Graduation threshold

You are out of the beginner phase when you can survive a run, damage ARC enemies efficiently, and extract with a plan more often than not. In other words, graduation is not about hours played; it is about whether your decisions stop collapsing the moment something unexpected happens.

Signs you are no longer a beginner

  • You can identify when a fight is worth taking and when to walk away.
  • You know which weapons feel reliable for your playstyle.
  • You routinely reach extraction with at least some resources intact.
  • You can damage ARC enemies without panicking or overcommitting.
  • You understand at least one safe route through a familiar zone.

Better milestones than “I got lucky once”

A lucky extraction does not mean you have graduated. Real progress looks more like this:

  • You win or survive the same kind of fight consistently.
  • You stop burning all your utility in the first minute.
  • You recover from mistakes without losing the run.
  • You can handle the pressure of Old Town Trials without freezing up.

A practical self-test

Ask yourself these three questions after a run:

  1. Did I know why I fought each enemy?
  2. Did I preserve enough resources to play the next run?
  3. Did I extract because I planned to, not because I narrowly survived by accident?

If the answer is “yes” most of the time, you are past the absolute beginner stage.

For ARC Raiders specifically, the midgame shift happens when you stop asking “Can I kill this?” and start asking “Can I kill this and still extract efficiently?” That is the real extraction-shooter awakening. It is also the point where your build choices start to matter more, which is why this is a great time to move into more focused progression content like a related guide on early builds or a arc raiders far tips on tier planning.

These are the next guides that make the most sense once you have the basics down:

Sources

See also

Arc Raiders Hub Editorial avatar

Reviewed by

Editor · GameFleet

Expertise: Editorial team behind Arc Raiders Hub. Content is compiled from official patch notes, community wikis, and playthrough notes, then reviewed and updated on schedule.

Editorial policy

Sources

📋 Patch Notes & Updates

Browse all patch notes →

Was this guide helpful?

Help us grow — rate this guide so we can improve it.

Share your own tip

Found something not in the guide? Submit it below — our editors review every tip before publishing. No account required.

30 more chars needed800 chars left
10 submissions / IP / day · plain-text only · moderated.