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RSVSR ARC Raiders Trials Season 3 Where Mines and Med Wing Clash

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Machines don't take weeks off, and neither does Trials Season 3. From March 23 to 29, "Tricks and Traps" is the sort of rotation that makes you double-check your backpack before you even drop, especially if you've been hoarding ARC Raiders Items for a "serious run" that never quite happens. Trials still only opens once you hit Level 15, but the vibe change is immediate: you're not sightseeing anymore, you're working a route and gambling on extraction. Points pile up fast, sure, but if you get flattened on the way out, it may as well have been a warm-up match.

The score chase is the trap inside the trap. You can tick off objectives and watch the counter climb, then lose everything to a third-party squad or a stray ARC burst on the final sprint. This week pushes that pressure hard because the tasks don't share the same pace. You'll be harvesting plants one minute—heads down, hands busy—then you're expected to flip the switch and start deleting swarms. The three-star target sits at 4,000 points for Epic rewards, but the real flex is climbing the ladder from Rookie into Cantina Legend territory. And yeah, the leaderboard grind is brutal when a single death wipes the run clean.

Plant harvesting sounds chill until you do it with footsteps nearby. You'll learn quick: the moment you stop to pick, you're loud in a different way—predictable. After that, it's back to violence. Ticks, Fireballs, and Pops aren't "hard" individually, but they stack up, they corner you, and they punish sloppy reloads. I've had better luck bringing something that hits hard and ends fights quickly instead of trying to be clever with chip damage. Don't forget the damage goals on ground-based ARC units either. It's not glamorous, but dumping steady fire into those targets can quietly carry your score while everyone else is chasing flashy kills.

Stella Montis Medical Research is open again, and the container-search objective drags you into tight rooms where sound bounces weird and ambushes feel inevitable. Move like someone's already watching you—because they probably are. Then there's the Locked Gate. Disabling mines is slow, fiddly work, and it forces you to stand still in the one place you really shouldn't. The kicker is the multiplier when the Gate is the major map condition, so it's also the best farming spot if your squad can keep the area under control. Bring the sapper tools, take turns disarming, and don't rush the last mine like it's a victory lap.

This rotation rewards planning more than ego. If you're going near Fireballs, stack fire resistance and don't pretend you'll "just dodge it." If you're chaining plant nodes into a Stella run, leave yourself an exit line that doesn't cross open ground twice. And if your pockets are full and the lobby feels hot, it's fine to bail early—nobody remembers a greedy 3,800-point death. Get in, get the objective, get out, and spend the week learning what you can trust in your ARC Raiders gear before the next rotation punishes a whole new mistake.

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