Week 20's Trials land right in the middle of your usual raid routine, so you're not doing "challenge mode" in a safe bubble. From March 16–22, every big swing has to survive the trip to extract, which changes how you plan your drop, your fights, even what you carry. If you're still sorting your loadout and what to stash, it's worth checking ARC Raiders Items before you start burning runs you can't afford to lose.
How scoring really feels in raids
The point target is simple on paper: 4,000 points for the three-star reward. In practice, it's nicer than it sounds because the game only keeps your best attempt for each Trial across the whole week. So you can do a couple of messy "learning" drops without feeling like you've wasted the day. A lot of players do it in a loose order: first run to find spawns, second run to time the route, third run to go full-send if the lobby looks calm. The catch is still brutal, though: if you don't extract, that run's score might as well not exist.
Damage Trials: Hornets and Bombardiers
This week leans hard into combat efficiency, especially piling damage onto Hornets and Bombardiers. Wandering around and hoping you bump into them is a trap. You'll score better by picking one high-density area and forcing contacts, even if it means making noise and pulling attention. If you've got a squad, don't all do the same job. One person can bait and keep the angle safe while the other two just dump damage and reload cycle clean. Scanners help, and so do environmental triggers that kick up activity, but the big thing is staying disciplined: don't chase kills out into open lanes if it's going to get you wiped on the way back.
Spaceport rules and the storm gimmick
The Spaceport objective is picky: damage flying ARC units, but only while you're inside the Spaceport walls. That means you either wait for a spawn/event that cooperates, or you play it patient and lure units toward the boundary without overcommitting. If it's not happening, it's fine to leave and save the attempt for another drop. The lightning requirement is even more of a "take it when it shows up" deal. When an electromagnetic storm rolls in, step into a clear spot, eat the strike, then get back to cover fast. Don't stand around trying to force it while your armor ticks down and every roaming threat drifts your way.
Carriables, extraction timing, and staying sane
Delivering carriables sounds chill until you're waddling with half your mobility gone and someone hears you coming. Clear the route first, grab the item second, and treat extraction like the real finish line, not an optional extra. If your run's already a personal best pace, don't get greedy with side fights; bank the score and leave. And if you're short on gear after a few rough wipes, plenty of players top up through U4gm so they can keep attempting Trials with proper kits instead of limping in with whatever's left in the stash.
U4GM ARC Raiders Week 20 Trials Guide Best Routes and Scores
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