EZNPC Guide to 3 Star ARC Raiders Weekly Trials Fast

Hit 3-star Weekly Trials in ARC Raiders fast by stacking 2x point map modifiers, running a tight squad, and farming Night Raids or EM Storms for dense elites, quick objectives, and big score spikes.

Weekly Trials in ARC Raiders can chew up your whole evening if you let them. I used to stare at that 3-star point target and think, "Right, here we go again," then run the same safe loop until I was bored out of my mind. What changed it for me wasn't raw playtime, it was timing and momentum. I plan my sessions around double-point modifiers, and if I'm already short on gear or just want to keep runs efficient, I'll top up through places like EZNPC so I can focus on the trial itself instead of spending half the night rebuilding a kit after a bad death.

Chase Multipliers, Not Minutes

The 2x events are where the trial suddenly feels fair. Night Raids and EM Storms flip the maths, and you'll notice it fast. Buried City and Dam Battlegrounds are the obvious wins because enemy density stays high even when you're moving quick. If your challenge is anything like "kill elites" or "score points with ARC takedowns," one clean Bastion kill during a multiplier can basically end the conversation. Don't force it if you hate hunting big targets, though. Clearing industrial stretches on Stella Montis, sweeping factories for Fireballs, then cutting through those underground paths for Ticks is still steady, safe, and stupidly efficient when the map is paying double.

Squad Roles Make It Feel Easy

Solo 3-starring everything is doable, but it's also how people burn out. In a trio, you can play like you've got a plan instead of a wishlist. We usually split into three simple jobs: one person pulls aggro and tags the high-value threats, one person stays on objective chores like carriables and deposits, and the third runs the "tech route" for probes and bunker scans. The best part is the shared progress on extraction, so nobody's wasting effort. When a Locked Gate event pops on Blue Gate, coordinated teams can rake in a big spike just from the clustered elites, then roll straight into the next pocket without that awkward regroup delay.

Build For Speed And A Clean Exit

Your loadout should match the pace. Mobility and quick looting matter more than pretending you're a tank. I'd rather run light, grab caches fast, and keep angles wide than waddle around in heavy armor. Suppressed rifles help you delete priority targets before the whole area wakes up, and a Hullcracker is great when you need to end a fight now, not later. Bring grenades for small ARC packs, bring full meds, and always carry a key or two if your route uses hatches, because nothing hurts like hitting a huge score then getting boxed in with no exit.

Routes, Resets, And Rewards

Keep your run tight, like 20 to 30 minutes, and treat Monday resets as your "serious" window. On Blue Gate, I like to start near the event, scoop points while it's hot, then slide toward areas that reliably spawn Ticks and Pops before pivoting to a safer extraction line. If you're extracting with a consistent chunk of points each run, the 3-star target stops being scary and starts being routine. And when you want to keep that routine going without wasting time shopping around, it helps to know where to grab gear and cosmetics quickly, like ARC Raiders iteams during the same weekly push.

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