The 5M Grind Is Dead? ARC Raiders Second Expedition Slashes Requirements and Adds Skill Point Catch-Up
ARC Raiders Second Expedition is about to begin, and the official team has announced some new changes to the mechanics to encourage most players to actively participate in the project. This guide will detail the changes and project rewards.
As the deadline approaches, a new round of ARC Raiders Expedition is about to begin. If you wish to participate, you can register starting February 25th, provided you meet the requirements. The start date is March 1st. This is your best chance to embark on a new journey and gain extra benefits and rewards.
Furthermore, to allow more players to participate, the developers have redesigned some core rules. Let's take a look at some important information you absolutely cannot miss.
Rule Adjustments
First, regarding the issue of the previous Expedition's task requirements being too demanding for ordinary players, the developers have made corresponding adjustments.
This Expedition has changed the required Stash value from 5 million coins to 3 million. Upon reaching this value, you will receive the same Skill Point reward as in the previous Expedition.
This change means that each Skill Point only requires 600,000 ARC Raiders Coins, which is enough to encourage many eager Expedition players to join the project.
To accommodate Raiders who missed out on Skill Points in the first Expedition because of insufficient Coins, the game has added a Skill Point catch-up system. This system allows you to make up for lost Skill Points at a significant discount.
If you continue participating in Expeditions, the overall Coin cost to reach the skill point cap will gradually decrease.
For example, in the upcoming Expedition, if you didn't collect all Skill Points in the previous round, in this Expedition, each missing Skill Point will only require accumulating an additional 300,000 Stash value instead of the original 1 million.
However, it's important to note that the coins you accumulate after starting this Expedition will be prioritized for Skill Point settlement in the second Expedition. Only after completing the requirements of this project can the remaining coins be used to make up for the previous Expedition.
However, the developers also hinted that this system will not be permanently available. The reward structure and requirements for Expedition may still be adjusted in the future, and extra Skill Points will not be offered indefinitely to players who repeatedly attempt to participate but fail to achieve their goals.
Expedition Rewards
Regarding the reward mechanism, this Expedition will still differentiate between first-time and consecutive Expeditions.
Players participating in this project for the first time will receive all the basic rewards set for the first round of Expedition. Raiders who choose to participate again will receive more Stash Space and Skill Points.
Even if you don't want to participate in this Expedition again, previously earned permanent rewards will be fully retained.
In terms of cosmetic rewards, Patchwork set will be further developed. Players participating in their second Expedition will unlock four additional switching options and two new color schemes, and will also receive a brand new Scrappy cosmetics.
Here are the rewards for participating in the second Expedition:
Permanent
Cosmetics:
- Patchwork outfit
- Scrappy cosmetics
- Expedition Indicator icon
Bonuses:
- 12→24 Stash spaces
- +0-5 Skill Points
Consecutive
Buffs:
- 5%→10% XP boost
- 6%→12% Scrappy materials boost
- 60%→70% Repair value increase
As you can see from the rewards above, for players who participate in Expedition consecutively, the temporary buffs gained from the first Expedition will continue to stack. However, if you do not participate again, these buffs will be reset.
Besides cosmetic and permanent reward achievements not being reset, some key progress will not be affected by Expedition, including the following:
- Trophy Display Project
- Raider Deck progress
- Map area unlocking status
- Leaderboard ranking and Trials
- Codex entries and Raider Tokens.
Player Opinions
On player forums, opinions on the second Expedition change are mixed. Many players approve of the lowered entry barrier, feeling the developers finally acknowledge that ordinary players' time is valuable. However, some feel that 3 million points is still a significant amount, but at least not unattainable.
A portion of core players are less optimistic about the catch-up system. While this system can alleviate the player gap created by the first Expedition, it also greatly diminishes the sense of accomplishment for early adopters.
Overall, the overall adjustments to Expedition clearly indicate the developers' attempt to move the game towards sustainable participation. By lowering Stash threshold and introducing the catch-up system, it essentially balances the conflict between hardcore players and casual players in terms of long-term retention.
While it doesn't completely eliminate the gap, it reflects a more player-friendly aspect of the game. The continuous buff design also encourages highly active players to maintain their online presence.
This trade-off may not satisfy everyone, but it's at least more mature and inclusive than the first Expedition.
So, should you participate or not? For players who have already participated in the first Expedition and accumulated many coins, continuing to participate is the obvious choice to permanently stack the buffs gained from the previous event.
However, if you are a lower level, there's no need to force yourself to participate. This project is designed for level 20 and requires accumulating significant resources. It's not recommended to participate before fully exploring the game, as this will likely dampen your enthusiasm.
That concludes this episode on ARC Raiders Expedition. If you're still hesitant about Expedition, why not give it a try on February 25th? The answer is always on the way. While the world outside Speranza remains dangerous, this Expedition journey will undoubtedly give you a new understanding of the game. Enjoy the game!
Recommended Article
Why ARC Raiders Frigate Runs Keep Falling Apart
After more than 20 attempts, one ARC Raiders player is close to giving up on the Frigate altogether.
In a Reddit post, u/slimeyellow describes getting nowhere with the puzzle despite repeatedly trying to make progress. The bigger frustration isn't the ARC machines or the encounter's difficulty. It's the other Raiders. Players who initially seem friendly sometimes turn hostile, others ignore the ARC defenders, and downed teammates often have nobody nearby carrying a Defibrillator.
Bringing a good loadout has started to feel like a gamble. You can spend the raid fighting machines and helping strangers, only to get shot in the back when you're distracted or weakened.
It's one player's experience, not proof that every Frigate lobby is hostile. But similar complaints have appeared in other community discussions. Players describe strangers rushing for containers, ignoring the main objective, and leaving before the group has a chance to finish the encounter.
The Frigate is supposed to be a major cooperative challenge. In public lobbies, getting people to agree on what they're actually there to do can be harder than fighting the machines.
Why the Frigate Puzzle Falls Apart With Random Teammates
Introduced with the Frozen Trail update on October 8, the Frigate is a large airborne ARC vessel that appears as a map condition. Raiders board it using Reclaimer drones, then work through its interior while dealing with ARC defenses and progressing toward the cargo.
The problem is that several parts of the route reward coordination rather than individual skill.
The central lift requires players to operate controls at different positions. Further inside, the Power Core sequence uses multiple activation panels that need to be handled together before Raiders can expose and destroy the cores. The team also has to deal with enemies and environmental hazards along the way.
That makes a disorganized group particularly vulnerable.
Imagine two Raiders trying to activate a section of the puzzle while the rest of the lobby searches containers or waits somewhere safer. The players handling the objective have fewer people available to cover them. They take more incoming damage, spend more ammunition, and may have to stop progressing just to survive.
A coordinated group can divide those responsibilities. A random lobby may never establish them in the first place.
And unlike a normal fight where players can simply separate and pursue different targets, the Frigate's progression depends on getting through specific stages. One person wandering off can slow everyone else down.
Why Some Players Loot the Frigate and Leave
There is a practical reason some Raiders don't bother completing the full puzzle: they can find valuable materials without reaching the final cargo.
The Frigate contains Breach & Search containers along its hull and interior sections. These can provide materials such as Frigate Inductors and Amplification Modules. A player looking for a specific upgrade material may be able to get what they need from an accessible container and extract without completing the entire sequence.
That changes the incentives inside a public lobby.
A Raider who needs a Frigate Inductor for Research Station progression may care more about searching the available containers than helping destroy every Power Core. Someone else may be trying to reach the Cargo Pod. A third player may simply want to survive with whatever they've already collected.
All three approaches make sense from an individual extraction perspective. They don't necessarily work together.
The problem is especially clear when players rush the same containers. By the time someone decides to help with the objective, the nearby loot may already be gone. Others may have extracted, leaving the remaining Raiders to fight through the ship with fewer people.
This is why some players describe the Frigate as a loot race rather than a cooperative event. The encounter asks for teamwork, but players can still make progress toward their own goals without committing to the full clear.
Where to Find Frigate Inductors Without Completing the Puzzle
For players who mainly want the Frigate Inductor, understanding the container locations can save a lot of time.
Frigate Inductors are found in Breach & Search containers aboard the Frigate. Look for the round breachable hatches built into the exterior hull and accessible sections of the ship. The item is not guaranteed in every container, so you may need to search several.
The important point is that you don't have to finish the Power Core sequence or release the Cargo Pod just to obtain one.
A practical approach is:
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Board the Frigate using a Reclaimer drone.
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Check the accessible outer walkways and hull hatches.
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Breach and search the containers you can reach safely.
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Check your inventory when you find a Frigate Inductor.
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Move it into your Safe Pocket before continuing, if you have room.
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Extract rather than risking the item in a fight you don't need to take.
The Frigate Inductor is a Legendary Topside Material used for the Research Station Level 4 upgrade. It is therefore worth prioritizing if you're still working toward that progression milestone.
Other useful materials, including Amplification Modules, can also appear in Frigate containers. Just remember that container contents are not guaranteed. Finding an Inductor on one run doesn't mean the same hatch will contain another on your next attempt.
For players who only need the material, this focused loot route can be more practical than depending on strangers to complete the entire event.
Is Bringing an Expensive Frigate Loadout Worth It?
This is where the encounter becomes particularly frustrating for Raiders who want to complete the full objective.
A serious attempt can consume a lot of ammunition and healing supplies. Tough ARC enemies require sustained fire, and players who push deeper into the ship need enough resources to survive the next section. Weapons suited to fighting armored ARC, along with useful defensive equipment, can make the difference between steady progress and a failed run.
But a strong loadout cannot compensate for a group that refuses to cooperate.
If you're the only person fighting ARC while everyone else searches containers, you'll carry more of the combat burden. If you go down, there may be nobody prepared to revive you. And if a supposedly friendly Raider turns hostile, the equipment you brought for the encounter becomes another potential loss.
That's why some players have started using cheaper loadouts for public Frigate runs. Losing an inexpensive setup is easier to accept than losing a valuable weapon, ammunition, shields, and medical supplies in a lobby that never had a realistic chance of finishing the puzzle.
It also creates a frustrating cycle: players bring less equipment because they don't trust the lobby, but the encounter becomes harder when fewer Raiders are prepared to fight.
For anyone restocking after repeated failed attempts, the cost of replacing weapons and supplies becomes part of the decision. Searches for ARC Raiders Items and replacement gear are not just about progression; they are also about deciding how much another risky run is worth.
Can You Complete the Frigate With Random Teammates?
Yes. Random matchmaking doesn't make a successful run impossible.
One player described finally completing the Frigate after a long series of failed attempts. A random teammate helped explain the puzzle, several other Raiders joined the fight, and the group managed to release the Cargo Pod. The player even described the final extraction as one of their most enjoyable experiences in a game.
That story is a useful counterpoint to the complaints. Some public lobbies do come together, and a few people willing to communicate can make a significant difference.
If you're trying to complete the full encounter with strangers, a few habits can improve your chances:
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Communicate early. Use proximity chat to explain which objective you're attempting and ask for help with specific controls.
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Bring a Defibrillator. Don't assume someone else will have revive equipment when a teammate goes down.
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Carry enough ammunition and healing supplies. The ship can turn into a prolonged fight when ARC enemies aren't dealt with quickly.
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Avoid your most expensive loadout while learning. Get familiar with the route before risking equipment you can't easily replace.
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Watch what the group is doing. If everyone is rushing containers and nobody is progressing the puzzle, adjust your expectations before committing more resources.
If you're mainly after an Inductor, you may not need to commit to the full objective at all. If you want the Cargo Pod, however, a premade group or a public lobby with clear communication is a much better starting point.
What Update 2.3.0 Changed on the Frigate
Embark made several Frigate-specific changes in Live Update 2.3.0 on October 27.
The update added visual hatches to make puzzle progress easier to read. It also introduced clearer audio cues around Power Core vents and hatches, helping players recognize progression, completion, and destruction states.
There were other changes too:
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Raiders can now ping the Frigate from long range as it enters the area.
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Loot distribution was adjusted so areas farther inside have a higher chance of higher-tier rewards.
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The cargo gate was updated.
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Collision issues that allowed players to enter or hide inside parts of the ship were fixed.
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Memory usage was reduced, and stability was improved to lower the chance of crashes while exploring the cargo hold with larger groups.
The loot adjustment is particularly relevant to the cooperation problem. If players have a better reason to push deeper into the ship, the full encounter becomes more attractive than simply searching the first containers and leaving.
Clearer puzzle feedback also makes it easier for unfamiliar teammates to understand what is happening.
Still, these are gameplay and technical improvements, not a guarantee that public lobbies will become more cooperative. Players can still disagree about whether to fight, loot, revive, or extract.
Is the Frigate Still Worth Running?
For players who enjoy large group encounters, the Frigate remains an interesting challenge. When strangers communicate and work through the puzzle together, the result can be genuinely rewarding.
But if you're repeatedly losing expensive gear because teammates won't help, there's no reason to treat every run as an obligation to complete the entire ship.
Need a Frigate Inductor? Search the breachable containers and secure the material before taking unnecessary risks. Want the Cargo Pod? Bring friends when possible, communicate early, and make sure the group has enough equipment to survive the deeper sections.
The Frigate isn't impossible with random teammates. It simply asks for more cooperation than public matchmaking can reliably provide.
And until more Raiders decide that finishing the puzzle is worth their time, some runs will continue to end with a few empty containers, a depleted loadout, and an unfinished objective.
ARC Raiders Could Get Permanent PvE, but Embark Has a Bigger Decision to Make
The PvE toggle is gone, but the debate around it is far from over.
ARC Raiders ran a limited PvE matchmaking test from October 13 to October 20, giving players a chance to fight ARC machines without having to worry about other Raiders attacking them. The experiment attracted more than 30 million PvE rounds, according to Embark Studios. That is a substantial amount of activity, but it does not automatically mean a permanent PvE mode is on the way.
Embark has since confirmed that it is reviewing the results and player feedback. In a recent interview, executive producer Aleksander Grøndal outlined three possible directions: a relaxed side mode, a more demanding PvE challenge, or a full PvE experience.
Those options sound quite different from one another. More importantly, each would change how the studio develops and supports the game. The question is no longer simply whether players want PvE. Embark needs to work out what kind of PvE belongs in ARC Raiders without taking away what makes its existing PvPvE raids worth playing.
More Than 30 Million PvE Rounds, but What Did the Test Actually Prove?
The October test gave Embark a much larger pool of gameplay data than a simple community poll could provide. Players could choose between the familiar PvPvE experience and a separate PvE matchmaking option, then return to standard raids whenever they wanted.
By the time the test ended on October 20, players had completed more than 30 million PvE rounds. Embark described the response as polarizing, however, and said it needed time to study both the numbers and the feedback before deciding what to do next. The studio also planned to send a survey to a representative sample of players beginning October 22.
There is an important distinction here: 30 million rounds does not mean 30 million individual players. It shows how frequently the mode was played, not how many unique people tried it or how many want it to become permanent.
That difference matters because participation alone cannot explain why people chose PvE. Some Raiders may have used it to complete quests, explore maps, collect resources or play with friends without the threat of hostile players. Others may have tried it out of curiosity before returning to PvPvE.
Embark needs to understand those different motivations. A mode that players enjoy occasionally between tense raids may need a very different design from one that a large group expects to play as their main experience.
Why Is Embark Considering a Permanent PvE Mode?
The interest in PvE did not appear out of nowhere. In its September announcement, Embark shared data showing that the ARC Raiders community includes several distinct playstyles.
| Player preference | Share of the surveyed population |
|---|---|
| Friendly co-op players | 37% |
| Mixed players | 27% |
| Pure PvP players | 34% |
Embark also reported that more than 70% of friendly players and 40% of PvP players wanted fewer hostile encounters. In the same announcement, 51% of the surveyed playerbase expressed interest in a dedicated PvE option.
These figures help explain why the studio decided to test a separate matchmaking option. Not everyone enters the Rust Belt for the same reason. Some players enjoy the uncertainty of meeting another Raider and deciding whether to cooperate or fight. Others would rather focus on ARC threats, scavenging and playing alongside friends.
That diversity is particularly interesting given the game's development history. Embark originally envisioned ARC Raiders as a cooperative PvE looter with raid-based gameplay. The studio eventually changed direction and rebuilt the concept around the high-tension PvPvE extraction experience that players know today.
The recent test does not mean Embark is reversing that decision. It does show that the studio is willing to consider whether the game can support more than one way to play.
What Changed During the October PvE Test?
For players who missed the event, the PvE toggle was more than a setting that simply made other Raiders friendly. Embark adjusted several parts of matchmaking and gameplay to make the separate experience work.
Here are the main changes:
| Test feature | How it worked |
|---|---|
| Player damage | Raiders could not damage one another |
| Throwable items | Stun and fire throwables did not affect other players |
| Squad matchmaking | Solo, Duo and Trio groups could appear in the same sessions |
| PvPvE rating | PvE sessions did not affect PvPvE matchmaking rating |
| Loot value | Overall loot value was reduced in PvE sessions |
| Map conditions | Night Raid, Hidden Bunker, Locked Gate, Frigate and Redirection were excluded |
| ARC behavior | Downed players had an eight-second grace period before ARC enemies could reacquire them based on movement |
The last point is worth highlighting. PvE did not mean that Raiders could ignore the machines around them. After being downed, players received an eight-second grace period. Once that period ended, moving could cause ARC enemies to reacquire them as targets. Staying still was the safer option under the test rules.
Embark also made clear that the experiment was not designed to introduce a harder PvE progression system or test a completely new approach to quests. It was primarily an alternative to hostile encounters, allowing players to scavenge, explore and complete quests with less risk from other Raiders.
That distinction is important when considering what a permanent version might look like. The October setup was a limited experiment, not necessarily a preview of the final mode.
The Three PvE Directions Embark Is Considering
In an interview with MP1st, executive producer Aleksander Grøndal described three possibilities the studio is discussing. He did not announce a final plan or confirm that any of these options will be added. Instead, they represent different ways Embark could respond to what it learned from the test.
1. A Relaxed Side Mode Between PvPvE Raids
The first possibility is a more casual PvE option that players can enter between intense PvPvE sessions.
This would be the closest continuation of the October test. Raiders could spend time exploring, collecting materials, working through quests or playing with friends without having to anticipate attacks from other players.
Its appeal is easy to understand. Extraction shooters can be demanding, particularly when a player has valuable equipment or resources to lose. A less hostile alternative could give players more control over how much pressure they want in a particular session.
The challenge would be making sure this option complements the main game rather than becoming the obvious choice for every activity that involves collecting valuable resources.
2. A PvE Challenge Mode Focused on ARC Enemies
The second direction is almost the opposite. Rather than making PvE a more relaxed experience, Embark could create a mode where players test their skills against AI opponents.
This would give the ARC threat a more central role. Instead of treating machines primarily as environmental dangers during a raid, the mode could put more emphasis on surviving and overcoming them.
However, this would require more than simply disabling player damage. Enemy difficulty, encounter design and the rewards for completing challenges would all need careful consideration.
Embark has not confirmed new bosses, special missions or additional progression systems for such a mode. Those are possible design questions, not announced features.
3. A Full PvE-Only Experience
The third option is the biggest change: a dedicated PvE experience rather than a secondary mode alongside the existing extraction gameplay.
This could appeal to players who enjoy the world, equipment, quests and cooperative combat but have little interest in fighting other Raiders. It would also give Embark more room to shape the experience around PvE from the beginning.
But a full PvE experience would raise the largest development questions. It would need a clear identity of its own, and the studio would have to decide how its content, rewards and progression relate to the existing PvPvE game.
Grøndal specifically noted that all three possibilities would have different implications for how future game updates are built. That makes this more than a matchmaking decision.
Why Can't Embark Just Make PvE Permanent?
The October test showed that a separate PvE queue can attract substantial activity. It did not answer every question needed to support that option over the long term.
Three issues stand out.
Matchmaking and queue times
Splitting players between PvE and PvPvE can affect how quickly each mode fills a lobby. This may be less noticeable in busy regions and peak hours, but low-population regions and quieter periods could be more vulnerable.
Embark already identified matchmaking times and the quality of PvPvE sessions as things it would monitor during the test. If a permanent mode reduces the number of available players in standard raids, the studio will need to decide how to prevent that from damaging the existing experience.
The balance between risk and rewards
PvPvE is built around uncertainty. Another Raider can become a threat, an unexpected encounter can change a raid, and extracting with valuable equipment is part of the appeal.
A PvE mode removes one major source of danger, but that also changes how much risk players face when collecting loot. If both modes offered identical rewards, players might have little reason to accept the additional danger of PvPvE. If PvE rewards were reduced too heavily, however, players who prefer cooperative gameplay could feel that their time was worth less.
Embark already addressed this during the test by lowering overall loot value in PvE sessions and giving PvPvE sessions slightly higher baseline loot values. The studio also explained that friendly players and PvE sessions had higher extraction rates and more value earned.
The future content pipeline
This may be the most complicated issue of all.
A relaxed side mode could potentially share much of the existing game's content. A dedicated challenge mode might require more attention to enemy encounters and difficulty. A full PvE experience could demand a much broader approach to missions, progression and updates.
The more distinct the two experiences become, the harder it may be to maintain both without stretching development resources. Grøndal's comments make clear that Embark wants to understand what players actually need before committing to a particular direction.
Could Permanent PvE Change ARC Raiders Items and Loot?
For players interested in collecting equipment, completing quests and improving their loadouts, the loot question is just as important as the matchmaking decision.
During the October test, Embark reduced overall loot value in PvE sessions to account for the relative safety of playing without hostile Raiders. PvPvE sessions received slightly higher baseline loot values to reflect the different extraction rates and value earned across the two experiences.
That approach makes sense as a starting point. If players can gather resources without worrying about other Raiders, the rewards may need to reflect the lower level of risk.
But a permanent mode could require a more detailed system. Embark would need to consider whether the same loot tables should apply to both modes, whether certain activities should offer different rewards, and how players move between PvE and PvPvE without creating an imbalance.
This matters for the long-term value of ARC Raiders Items and the overall progression economy. Players who prefer PvE should still have meaningful reasons to explore and collect equipment, while PvPvE players should not feel that the risk of hostile encounters is being rewarded less generously.
For now, there is no confirmed announcement of permanent loot changes, separate item pools or a new progression system. The October test's reward adjustments should not be treated as proof of what a future version will use.
When Will ARC Raiders PvE Return?
There is currently no confirmed date for the return of the PvE toggle, and Embark has not announced that a permanent PvE mode is coming.
The studio said on October 20 that it needed time to review the test data and player feedback. It also confirmed that the response had been polarizing and that its decision would prioritize the overall health and enjoyability of the game. Embark expected to provide further information in November 2026.
That November update should be understood as an expected follow-up, not a confirmed release window. Even if Embark decides to bring PvE back, the final version could look very different from the October experiment.
For now, Raiders should not assume that the old toggle will simply return with the same rules and rewards.
ARC Raiders PvE Mode: Frequently Asked Questions
Does ARC Raiders have a permanent PvE mode?
No. The limited PvE matchmaking test ran from October 13 to October 20, 2026, and the toggle was removed when the test ended. Embark has not confirmed a permanent PvE mode.
How many rounds were played during the ARC Raiders PvE test?
Embark reported that players completed more than 30 million PvE rounds during the test. This figure refers to rounds played, not 30 million unique players.
Is ARC Raiders getting a permanent PvE mode?
It is being considered, but no final decision has been announced. Embark is reviewing player feedback and gameplay data before deciding what comes next.
What are the three PvE modes Embark is considering?
Executive producer Aleksander Grøndal discussed three possible directions: a relaxed side mode between PvPvE raids, a challenge mode focused on fighting AI enemies, and a full PvE-only experience. These are options under consideration, not confirmed features.
Did the PvE test affect PvPvE matchmaking rating?
No. Embark stated that playing PvE sessions would not affect a player's PvPvE matchmaking rating during the test.
Was loot reduced in ARC Raiders PvE?
Yes. Embark lowered overall loot value in PvE sessions to account for the relative safety of the mode. PvPvE sessions received slightly higher baseline loot values during the test.
When will Embark announce its PvE decision?
Embark said it expected to share further information in November 2026. It has not confirmed an exact announcement date or a date for the return of PvE.
The Next Decision Could Shape ARC Raiders' Future
The October experiment gave Embark something it could not get from player discussions alone: a large amount of real gameplay data from a separate PvE matchmaking option. More than 30 million rounds show that players were willing to spend time in the mode, but the studio still has to understand what they wanted from it and how it affected the rest of the game.
A relaxed side mode, an AI-focused challenge and a full PvE experience would each serve a different audience. Choosing between them is not simply a matter of adding another toggle. It means deciding how much space PvE should occupy in a game whose identity was built around the tension between Raiders and the ARC threat.
For now, the PvE toggle remains unavailable. The next meaningful update will be what Embark says after reviewing the results, and whether it can find a way to support different playstyles without weakening the experience that brought Raiders to the Rust Belt in the first place.
ARC Raiders Live Update 2.3.0 Brings Souls Offering, Better Loot, and Major Fixes
ARC Raiders Live Update 2.3.0 is now live, and its tone is noticeably different from previous updates. While it includes shield enhancements and loot adjustments, the most striking feature is the awe-inspiring new player project - Souls Offering - dedicated to those raiders who will never return from the surface.
In addition, the developers have taken this opportunity to adjust the development schedule, no longer including fixes in weekly updates, but returning to a three-week patch cycle, while the in-game store will continue to rotate weekly.
This article will provide a complete analysis of ARC Raiders Live Update 2.3.0, helping you better enjoy the game.
New Player Project - Souls Offering
The four districts of Toledo rarely agree, but they share a common tragic fate: the losses they suffered on the surface. As the brutal tale of Pendola Pass spread through taverns, Celeste called upon the residents of Speranza to pause and remember the dead - not as cold numbers, but as living individuals who left their mark on ARC onslaught.
The project invited players to contribute unique offerings. Using ARC Raiders items such as Dead Flowers, Rock Salt, ARC Alloy, Advanced Powercells, and Remote Raider Flares, players crafted offerings for Vaulto, Ferrovia, and Murteta districts, culminating in fireworks over Santa Maria Houses.
Players who completed the project before November 16th deadline received a Legendary Display table blueprint - a fitting memento for a project themed around remembrance.
Heavy Shield and Other Adjustments
Regarding balance, the most discussed change was to Heavy Shield, whose base charge was increased from 80 to 90. This adjustment aims to improve the survivability of Heavy Shield against most weapons, while avoiding widening the gap between Heavy and Medium Shields.
This is a cautious adjustment. The developers stated that some minor buffs were made to Heavy Shield in 2.0 update, but player usage remained low. With this enhancement, the studio says they will closely monitor whether Heavy Shield suddenly becomes the only option or remains a choice for a minority of players.
Meanwhile, Flame Spray has also been adjusted. Damage has been increased from 10 to 13 per second, and durability consumption has been reduced by 50%, making it a more durable area-locking tool. A bug that allowed flames to pass through walls has been fixed, so this enhancement will no longer lead to unexpected geometry penetration.
In addition, Firefly Burner has been completely reworked: it now activates upon impact after being thrown, leaving a trail of fire during flight and exploding after approximately three seconds. Previously, players had to shoot it to release the flames, making it clunky in fast-paced combat. The new mechanic makes it a true thrown incendiary grenade, rather than a fixed trap.
Finally, ARC Raiders Live Update 2.3.0 also optimized Adrenaline Shots - they can now be used even with full stamina, but the effects no longer stack; using them again only refreshes the duration.
Loot Distribution Adjustments
If you're used to speedrunning Emperor's entrance and looting as many items as possible before extracting, ARC Raiders Live Update 2.3.0 aims to break that mold. Loot inside Emperor has been rebalanced; containers near the entrance drop lower-tier rewards, while truly valuable items are placed deeper within the wreckage.
Frigate follows the same philosophy: deeper areas now have a higher chance of dropping higher-tier rewards, giving raiders a real reason to breach cargo doors and enter more dangerous areas. To support this advancement, Frigate has added clearer visual cues for hatches and audio cues for puzzle-solving, emits remote signals upon entering areas, and fixed some collision gap issues.
Blueprint acquisition has also undergone subtle but significant changes. Dolabra, Bobcat, Equalizer, Jupiter, Tempest, and Vulcano blueprints now drop under all major map conditions, no longer limited by specific weather or time states. However, to balance the increased drop rate, the drop rate for these blueprints has been slightly reduced.
On the other hand, Emperor Key blueprints now drop less frequently from redirection pods, but these pods have a smaller chance of dropping ARC parts and high-level ARC loot.
In addition, the drop rate for Furniture Design has been fixed - previously, the drop rate was reversed, meaning rare items dropped more frequently than common items. This minor issue with the economy system has now been corrected.
Grappling Hook Issue Analysis
Grappling hooks have always been a source of both enjoyment and frustration for players, and ARC Raiders 2.3.0 update has thoroughly fixed one of its most troublesome issues. The grappling hook will no longer launch players into the air at extremely high speeds or bounce them off obstacles, significantly reducing accidental deaths and out-of-bounds incidents.
When a target breaks, the grappling hook will automatically reattach to the debris, making it more reliable against destroyed ARC components. When a rope is entangled in an obstacle, using the grappling hook to grab an ARC enemy will now pull the target towards the entanglement point instead of the player, eliminating another source of high-speed chaos.
Furthermore, the grappling hook can now be used within the active shield of Matriarch, and a bug that caused the hand animation to freeze when switching from a thrown grappling hook to another item has been fixed.
Gameplay Optimizations
Advanced Camera now includes Color Push and Black & White filters, and the grain texture of Classic Film filter has been optimized. The depth-of-field blur effect of Basic Camera has been reduced, resulting in sharper selfies. If you prefer a more stable perspective, this ARC Raiders update also adds a Camera Bob toggle.
Meanwhile, a new Time Revived By A Stranger statistic has been added to the game's encyclopedia. For a game themed around survival, this small change is particularly heartwarming.
In addition, another noteworthy change is the closure of Expedition Vault. Players with Vault slots will receive Bronze Statuettes as compensation, and all items stored in Vaults will be moved to stashes. The feature's closure is quiet, but the compensation at least slightly alleviates player disappointment.
While Update 2.3.0 isn't the most dazzling update in ARC Raiders, it truly reshapes the experience during quieter, more deliberate moments. However, There are still some known issues that haven't been fixed, but these are expected to be addressed in future updates; players can wait patiently.
ARC Raiders PvE Test Results: Will the Mode Return Permanently
Embark Studios has a major decision to make about the future of ARC Raiders after its limited-time PvE matchmaking test attracted more than 30 million rounds of play. The experiment gave players an alternative to the game's usual PvPvE extraction experience, but the studio has not confirmed whether a permanent PvE mode will return.
In its October 20 announcement, Embark described the test's reception as polarizing and said it needed time to review gameplay data and community feedback. Executive producer Aleksander Grøndal also explained in an interview with MP1ST that the challenge is supporting different player preferences without undermining the game's original design.
For players asking whether ARC Raiders PvE will return, the next milestone is November 2026, when Embark expects to share further information. No permanent-mode release date has been announced.
What Did the ARC Raiders PvE Test Reveal?
The limited-time test ran from October 13 to October 20, 2026. Players could choose cooperative PvE matchmaking instead of the standard PvPvE experience, allowing them to explore, complete quests, scavenge for resources, and fight ARC machines without taking damage from other Raiders.
According to Embark's official test wrap-up, players completed more than 30 million PvE rounds during the experiment. The studio said the results gave its team substantial data to analyze, but it did not treat participation alone as proof that the mode should become permanent.
The developer had already identified demand for different playstyles in its September PvE test announcement. Embark reported that 37% of its player population fell into a friendly co-op category, 27% preferred a mixed approach, and 34% were categorized as pure PvP players. It also reported that 51% of surveyed players expressed interest in a dedicated PvE option.
These are figures reported by the developer, not a guarantee of future demand. The test's 30 million rounds also represent gameplay sessions rather than 30 million unique players.
The results nevertheless gave Embark an opportunity to examine how a dedicated cooperative option might fit into the game. The studio now needs to determine whether that interest can support a lasting mode without creating problems for the wider player experience.
Why Is Embark Hesitant About Permanent PvE?
The uncertainty is rooted in the history of ARC Raiders itself.
Embark originally conceived the game as a cooperative PvE experience built around looting and fighting AI-controlled enemies. The team eventually changed direction and developed the high-tension PvPvE extraction adventure that players know today.
That history helps explain why the studio is cautious about making PvE permanent. In an extraction shooter, the threat of encountering another player changes how every raid unfolds. A seemingly friendly Raider might cooperate, avoid a fight, or attack when valuable loot is at stake.
Removing hostile player encounters changes that dynamic. Players who prefer exploration and cooperative combat may enjoy a more predictable experience, while others may feel that PvP uncertainty is an essential part of the game's identity.
Speaking to MP1ST, executive producer Aleksander Grøndal acknowledged that the studio had been skeptical about introducing the mode for historical reasons. He also suggested that the test could indicate that the game supports a wider range of player types than initially expected.
Grøndal's comments point to the central challenge: Embark needs to understand what players want from PvE before deciding how to support it in future updates.
ARC Raiders PvE vs. PvPvE: What Are the Main Differences?
The October test changed more than the possibility of being attacked by another player. Embark also adjusted the risk-and-reward balance to account for the safer environment.
| Feature | PvE test | Standard PvPvE |
|---|---|---|
| Player-to-player damage | Disabled | Enabled |
| Main threats | ARC enemies and environmental dangers | ARC enemies, hostile Raiders, and environmental dangers |
| Exploration and quests | Available with reduced risk from other players | Available with the possibility of hostile encounters |
| Loot value | Reduced overall loot value | Slightly higher baseline loot values during the test |
| PvPvE matchmaking rating | Unaffected by PvE sessions | Standard PvPvE matchmaking applies |
| Selected map conditions | Night Raids, Hidden Bunker, Locked Gate, and Frigate excluded | Available according to standard game rules |
Embark also explained that the PvE test was not intended to introduce a new progression system or make PvE combat more challenging. Instead, it was designed to provide an alternative for players who wanted to avoid hostile player encounters.
This distinction matters when considering the future of the mode. A permanent PvE experience could require more than simply retaining the test's matchmaking toggle. The developer may need to revisit encounter design, rewards, and the content available in each queue.
How Could Permanent PvE Affect ARC Raiders Items and Loot?
Loot balance is one of the biggest questions facing Embark.
During the test, overall loot value was reduced in PvE sessions to compensate for the relative safety of those raids. PvPvE sessions also received slightly higher baseline loot values during the experiment.
The reasoning is straightforward: when players face fewer threats from other Raiders, the risk associated with extracting valuable equipment is different. If a permanent PvE mode offered the same rewards with substantially less danger, some players might have less incentive to enter standard PvPvE raids.
However, making PvE rewards too restrictive could create the opposite problem. Players who prefer cooperative gameplay might feel that their chosen mode offers little meaningful progression.
For players interested in ARC Raiders items, the final reward structure could determine whether PvE becomes a viable alternative for gathering resources and improving equipment or remains a more relaxed side activity.
Embark has several possible approaches, including adjusted loot rates, different challenge structures, or progression systems designed around each mode's risks. These are potential solutions rather than confirmed plans. The studio has not announced separate inventories, exclusive PvE equipment, or permanent loot rules.
The important point is that PvE and PvPvE do not necessarily need identical rewards. They need reward structures that make sense for the risks, time investment, and challenges each experience offers.
Could a Separate PvE Queue Affect Matchmaking?
Matchmaking is another consideration if Embark decides to retain a dedicated PvE option.
A separate queue divides players between different matchmaking pools. If too few players enter a particular queue in a given region or during quieter hours, matchmaking times could increase. Embark specifically identified queue times and the quality of PvPvE sessions as factors it would monitor during the test.
That does not mean permanent PvE would automatically damage matchmaking. The outcome would depend on player demand, regional populations, and how the system was implemented.
The studio would also need to consider the resources required to support two experiences. Separate modes could require additional balancing, encounter design, and updates to ensure that neither feels neglected.
These considerations help explain why the number of PvE rounds played cannot determine the final decision by itself. Embark needs to weigh participation against the broader impact on the game.
What Could the Future of ARC Raiders PvE Look Like?
Embark has not announced a preferred design, but Grøndal's interview with MP1ST outlined several questions the team needs to answer. He raised the possibility of a relaxed side mode, an AI-focused challenge experience, or a full PvE-only experience.
Those possibilities would lead to different design decisions.
| Potential direction | How it could work | Main consideration |
|---|---|---|
| Permanent standalone PvE | A dedicated queue for cooperative raids without hostile player damage | Requires sustainable matchmaking, rewards, and ongoing content |
| Casual side mode | A lower-pressure option for exploration, quests, or practice | May not satisfy players seeking full PvE progression |
| PvE challenge mode | More demanding encounters built around ARC enemies and cooperative combat | Needs meaningful challenges and rewards to encourage repeat play |
These are possible directions, not confirmed features or an official roadmap. Embark has not announced separate maps, exclusive rewards, or a schedule for rotating cooperative events.
The final design may also differ significantly from the October test. Embark has explicitly said that any future version could look different from the temporary implementation.
For now, the most useful signal from the interview is that the studio is considering what role PvE should play in the overall game, rather than treating the decision as a simple on-or-off switch.
When Will Embark Announce the Future of PvE?
Embark expects to share further information in November 2026, according to its October 20 announcement. The studio has not provided an exact date or confirmed that the next update will include a permanent-mode release plan.
The developer also said it would send a survey to a representative sample of players beginning October 22 and encouraged participants to share feedback through its dedicated PvE test channel on Discord.
The next announcement should clarify what Embark learned from the test and how it intends to proceed. However, players should not assume that November will bring a confirmed release date or a guarantee that PvE will return.
For the latest information, check the official ARC Raiders news page and the game's official community channels.
Frequently Asked Questions
Will ARC Raiders PvE return permanently?
It remains possible, but Embark has not made a final decision. The studio is reviewing gameplay data and community feedback before determining how to proceed.
How many rounds were played during the ARC Raiders PvE test?
Embark reported more than 30 million PvE rounds played between October 13 and October 20, 2026. The figure represents rounds played, not unique players.
Why did Embark test a dedicated PvE mode?
The studio wanted to evaluate demand for cooperative gameplay without hostile player encounters and understand how a separate matchmaking option might affect the wider game.
Will ARC Raiders PvE have the same loot as PvPvE?
That has not been confirmed. During the test, PvE loot value was reduced to account for the relative safety of those sessions, while PvPvE sessions received slightly higher baseline loot values.
When will Embark reveal its PvE plans?
Embark expects to share further information in November 2026. An exact date and the contents of that update have not been confirmed.
The Bottom Line
The October PvE test gave Embark Studios substantial data to evaluate, with more than 30 million rounds played in one week. It also highlighted a difficult design question: can ARC Raiders support cooperative players without weakening the risk, tension, and reward structure that define its PvPvE experience?
The answer will depend on more than participation numbers. Loot balance, matchmaking quality, player preferences, and the cost of supporting different playstyles will all matter.
For now, a permanent ARC Raiders PvE mode remains unconfirmed. Embark expects to share further information in November 2026, but players should wait for an official announcement before treating any proposed format or release date as certain.
ARC Raiders Players Have Reportedly Found a Way to Kill Other Players in PvE Lobbies
ARC Raiders players have reported being killed by other Raiders in PvE lobbies, despite player-to-player damage supposedly being disabled. The incident occurred after a Queen boss fight and reportedly cost the affected player a fully equipped loadout and two reactors.
The report has raised concerns about a possible matchmaking bug or cheating during the game's limited-time PvE test. However, the exact cause remains unconfirmed.

What Happened in the ARC Raiders PvE Lobby?
The player said they had repeatedly checked that PvE matchmaking was enabled. Earlier in the same match, their teammate had accidentally shot at another squad while fighting the Queen, but the shots reportedly caused no damage. Green shield effects appeared instead, suggesting that the PvE restrictions were working as intended.
However, after the boss fight, two Raiders allegedly opened fire and downed both teammates. The player lost a fully equipped loadout and two reactors.
The incident was particularly confusing because the earlier shots had caused no damage, while the later attack apparently resulted in player knockdowns.
The original poster reported the incident in-game and through Steam. Although the player suspected cheating or a possible bug, the available evidence does not conclusively establish what happened.
Why PvP Damage Should Be Disabled in ARC Raiders PvE Mode
Embark Studios introduced a limited-time PvE matchmaking test running from October 13 to October 20, 2026. The feature allows players to choose between the traditional PvPvE experience and a cooperative PvE session focused on fighting ARC machines.
According to the official ARC Raiders announcement, PvE sessions are designed to have zero player-to-player damage. Certain throwable ARC Raiders items, including stun and fire items, also cannot damage other players.
The test includes several other differences from standard matchmaking:
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Solos, Duos, and Trios can enter the same PvE session.
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Overall loot value is reduced.
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Certain high-tension map conditions are excluded from PvE matchmaking.
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PvPvE matchmaking ratings are unaffected by playing PvE sessions.
These rules are intended to let players explore, gather resources, and fight ARC enemies without being attacked by other Raiders.
If the reported incident occurred in a correctly configured PvE session, the apparent player damage would contradict the mode's intended rules.
Was It an ARC Raiders PvE Bug or Cheating?
There are two main possibilities discussed by the community, but neither has been confirmed as the cause of this particular incident.
A Possible Matchmaking or Interface Bug
One explanation is that the game may have experienced a matchmaking or interface issue. If the PvE selection did not match the session a player actually entered, that could potentially explain why PvP damage occurred.
Some community members have also discussed possible problems involving the PvE toggle. However, these suggestions remain unverified, and there is no confirmed evidence that a specific toggle-related bug caused the reported incident.
Possible Cheating
The original poster also suspected that the attackers might have been cheating and reported them for investigation.
Nevertheless, the incident alone does not prove that cheats were involved. A technical issue could also explain the unexpected behavior, and further evidence is needed to distinguish between the possibilities.
The most important unanswered question is how the attackers were apparently able to down other players in a mode where player-to-player damage should be disabled.
Why the Incident Matters to ARC Raiders Players
Losing equipment is part of the risk-and-reward system in extraction shooters. In standard ARC Raiders matches, players know that hostile Raiders may attack them during exploration, looting, or boss encounters.
PvE matchmaking creates a different expectation. Players choose this mode to focus on fighting ARC enemies and cooperating with others, without worrying about hostile player encounters.
Losing a valuable loadout after successfully fighting the Queen is especially frustrating. Players invest time and resources in preparing for difficult encounters, and an unexpected attack that appears to violate the selected mode's rules can undermine their confidence in matchmaking.
The report also raises questions about whether the PvE experience can consistently deliver the cooperative gameplay it promises.
How ARC Raiders Players Can Stay Cautious
While the cause remains uncertain, players can take several precautions during the PvE test.
First, verify that PvE matchmaking is selected before entering a session, particularly after switching between PvE and PvPvE.
Second, players concerned about the report may prefer to avoid risking their most valuable equipment until they are comfortable with the current matchmaking experience. This is a precaution, not a confirmed solution.
Finally, record suspicious incidents whenever possible. Gameplay footage showing the attack, the selected mode, and the resulting damage can help developers investigate whether the problem involves a bug or cheating.
Players should also follow official ARC Raiders announcements for further information about the PvE test.
ARC Raiders Frozen Trail 2.0: Best Weapon Mods And Which Ones To Avoid?
ARC Raiders Frozen Trail 2.0 Update is now live, featuring a host of new features, new challenges, and a series of fixes and improvements. Among the most anticipated additions are the new enemies like Bully, Skulker, and Hydra, which have undoubtedly fueled players' desire to continue the fight.
Weapon Mods are a favorite tool among players. Utilizing them effectively can maximize your advantages, but improper use can lead to raid failures.
This article will analyze ARC Raiders Weapon Mods to help you better understand the core of weapon crafting in Frozen Trail.

How Mods Actually Work?
ARC Raiders weapon mods can be installed on specific slots on compatible weapons. Known slots include muzzle attachments, under-barrel grips, stocks, magazines (light, medium, and shotgun), and tech mods. The number of slots supported varies by weapon type - some weapons are compatible with all slots, while others are limited to one or two types.
Muzzle mods come in four functional types. Silencers reduce gunshot noise (up to 60% at Tier 3). Compensators improve accuracy by reducing single-shot spread and maximum spread.
Muggle brakes reduce horizontal and vertical recoil. Extended barrels increase bullet velocity and extend range before damage falloff begins.
The under-barrel grip controls recoil. The vertical grip reduces vertical recoil. The angled grip and horizontal grip control horizontal recoil. However, higher-tier attachments increase aiming speed penalties - both Vertical Grip III and Angled Grip III reduce aiming speed by 30%.
Stocks come in three types. Stable Stocks reduce recoil recovery time and spread recovery time - this is the attachment category with the greatest impact on burst-fire weapons.
Lightweight stocks significantly increase aiming and loading speed but increase vertical recoil and slow recovery time. Thick stocks reduce single-shot spread and recoil but reduce loading speed.
Magazines are the only accessory category without any negative effects. They only increase the number of bullets. Extended Light Magazine III adds 15 bullets, Extended Medium Magazine III adds 12 bullets, and Extended Shotgun Magazine III adds 6 bullets. I believe magazines are a free upgrade mod and should be installed whenever possible.
Which Mods Are Actually Worth Building?
Stable Stock III
Stable Stock III is widely considered the strongest single-piece mod in ARC Raiders. It reduces recoil recovery time and spread recovery time by 50%. This combination directly addresses a key issue that leads to losses in firefights: the stabilization speed of the crosshair between shots.
While the trade-off is a 20% reduction in the speed of equipping and unequipping weapons, this is negligible for a primary weapon you already have in hand.
Compensator III
Compensator III reduces single-shot spread by 60% and maximum spread by 30%. It converts spraying into precision shooting, but at the cost of a 20% faster durability consumption rate. Generally, most players can accept this drawback of their primary weapon.
Muzzle Brake III
Muzzle Brake III reduces both horizontal and vertical recoil by 25%. If your problem is vertical recoil rather than bullet spread - which is common with high-recoil assault rifles - then you should choose this over Compensator.
Extended Barrel
Extended Barrel is the preferred mod for PvE mode. Level 3 extended barrel increases bullet velocity by 30% and range before damage falloff by 15%, but at the cost of a 15% increase in vertical recoil. It effectively increases your effective range against ARC mechs.
Mods to Avoid or Handle Carefully
Kinetic Converter
While Kinetic Converter increases the weapon's rate of fire by 15%, it increases both horizontal and vertical recoil by 20%. While it may sound insignificant, the increased recoil actually reduces sustained fire efficiency. Therefore, many high-level ARC Raiders players generally avoid this mod.
Lightweight Stock
Lightweight Stock is an expert-level mod that increases aiming speed by 200% and reduces equipping/unequipping time by 30%, but increases vertical recoil by 50% and reduces recoil recovery speed by 50%.
This mod is suitable for shotguns and quick-switch secondary weapons, which typically fire one or two shots before sheathing. However, for sustained fire weapons, it has a negative impact.
Anvil Splitter
This mod splits each shot from Anvil into four projectiles, but reduces single-shot damage by 70%. This is a niche close-range mod choice because it sacrifices Anvil's core advantage - accurate single-shot damage. Therefore, when choosing mods, focus on what you need most.
How to Obtain Mods?
In ARC Raiders Frozen Trail, Weapon Mods can be obtained in three ways. First, you can pick them up directly from containers and premium chests on the ground. Second, you can obtain them from the merchant Astrologer in Speranza, however, rare and higher-tier mods are scarce, and the daily tradable quantity is limited.
Finally, you can craft them at Gunsmith in Workshop, provided you have already learned the blueprints, but this is often the bottleneck for most ARC Raiders players.
Compensator blueprints primarily drop from premium chests such as Raider Caches and Security Lockers in contested zones. Tier 3 mod blueprints usually require specific map conditions to obtain, such as EM Storms, Locked Gates, and Night Raids.
Recommendation
Before investing rare materials in mods, upgrade your weapon first. A high-tier weapon equipped with inexpensive green mods is generally better than a low-tier weapon loaded with expensive purple mods, because a weapon's base stats are easier to improve than attachment bonuses.
If you can only acquire one mod, craft Stable Stock III. If you can acquire two, add a Compensator or Muzzle Brake to compensate for your weapon's actual weaknesses. Unless you have ample resources or encounter specific problems that lower-tier mods cannot solve, do not acquire epic mods.
This concludes the article on ARC Raiders Weapon Mods. Players need to define their goals; sometimes, even without epic or legendary attachments, you can craft a highly competitive weapon. After reading this article, go try it out in Frozen Trail and we look forward to your success.
