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RSVSR: Where to Farm ARC Raiders May 11-18 Trials

Posted: Sat May 16, 2026 8:02 am
by Hartmann846
If you're running ARC Raiders during the May 11 to May 18 weekly reset, don't treat these Trials like background noise. They're built around Riven Tides, and they reward players who know when to stop wandering. Before you even drop, sort your loadout, clear space, and make sure your ARC Raiders Items are actually helping the job instead of weighing you down. This week is all about beach fights, ARC unit cleanup, and a bit of targeted scavenging. Five objectives sit on the board, each asking for 4,000 points if you want the full three-star clear, but the trick isn't playing longer. It's playing tighter.



Work the coast, not the whole map
You'll save yourself a lot of pain by staying near the Riven Tides coastal lanes. That's where the beach ARC units show up often, and it's also where you can chain several Trial steps without wasting half the raid on foot travel. A lot of players still make the mistake of chasing every shiny loot marker across the map. Don't. Pick a beach route, sweep the nearby outposts, then cut through the industrial edge if you need Probes or Couriers. It feels a bit repetitive, sure, but repetition is exactly what makes these Trials move fast.



Bring weapons that match the targets
Fireflies are annoying because they won't sit still, but they're not tough. A steady automatic rifle, decent recoil control, and a few clean bursts will do more than some big dramatic weapon that takes forever to reload. If you've got light explosives, even better. Vaporizers are the opposite problem. They're large, slow, and happy to eat ammo. For them, sustained damage matters more than burst. I'd rather bring a deep magazine and keep firing than dump one flashy shot, reload, and stand there feeling clever while the thing is still alive.



Scavenging has a rhythm
The cache and device objectives feel random at first, but they're not completely wild. Raider Caches tend to turn up around broken housing, small shoreline supply spots, and tucked-away corners near water routes. ARC Probes and Couriers are more common around roads, industrial yards, and the paths between major points of interest. Assessors are the risky pick. They're usually protected, and starting that fight can pull more trouble than you wanted. Still, if your squad can lock the area down, one Assessor can push your progress much faster than checking scattered Probes one at a time.



Extract before greed ruins the run
The weekly grind only feels bad when you get greedy. Progress from a raid means nothing if you die before extraction, and everyone learns that lesson the ugly way at least once. Stack two or three Trial goals, grab what's close, then leave. If your ammo's low or your armour's cracked, don't talk yourself into "one more cache." That's usually the run that ends in silence. Keep a spare kit ready, restock with cheap Raiders weapons when you need to, and treat each coastal loop like a quick job rather than a heroic last stand. That's how you finish the week without burning out.