U4GM How to Beat ARC Raiders Week 20 Trials Fast
Week 20's Trials (March 16–22) in ARC Raiders have a nasty little twist: they feel simple on paper, then punish you the second you get greedy. You can chase huge numbers, sure, but the run only counts if you actually extract. So before you drop, sort your kit, check your route, and think about what you'll do if the raid turns sideways. It also helps to skim what people are bringing and why, especially if you're comparing ARC Raiders Items for different trial setups.
How scoring really feels in a live raid
The game isn't asking for consistency across dozens of attempts. It's tracking your best score for each trial for the whole week. That changes the mindset. The first couple of raids can be "info runs" where you learn spawns, timings, and where you're likely to get third-partied. Then you go again with a plan. Aim for one clean, high-value attempt instead of ten messy ones, because a wipe turns all that effort into nothing. And yeah, 4,000 points for the three-star reward is the target, but you'll hit it faster by cutting dead time than by taking every fight.
Damage trials: make the ARC come to you
For the Hornet and Bombardier damage challenges, wandering around hoping they show up is a trap. You want to force contact in places that naturally chain spawns or attract patrols. Squads that score well don't just "find enemies," they manufacture the situation. Use scanners if you've got them, trigger noisy events, and pick lanes where you can reset safely. If you're in a group, split roles: one player baits and drags targets into clean sightlines, the others focus on pure DPS. It's less chaotic, and you waste fewer magazines on targets you can't finish.
Spaceport skies and the storm zap
The Spaceport trial is the awkward one: you need to damage flying ARC units inside the Spaceport boundaries, not out in the open. That means you either wait for the right spawn cycle or you kite them in without getting shredded on the way. Don't overcommit. If the air units aren't cooperating, rotate, loot, and come back when the area's active. The lightning objective during an electromagnetic storm is similar. People try to force it and end up throwing runs. Just watch the weather, step into an exposed spot when the storm hits, take the strike, then immediately tuck back into cover and keep moving.
Carriables, extraction discipline, and picking the right fights
Carriable delivery looks harmless until you're waddling with zero mobility and a full inventory you can't afford to lose. Clear the route first, grab the item second, and treat extraction like the real finish line. If you're being hunted, drop the objective, reset the fight on your terms, then pick it back up. Week 20 isn't a pure aim check; it's timing, restraint, and knowing when to bank the run. Bring what you trust, play the edges when you need to, and make sure your loadout supports the plan you're chasing with ARC Raiders weapons in mind.