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GamesRadar
GamesRadar
Technology
Austin Wood

Arc Raiders has a weird problem for a shooter: the worst guns in the game are really good

Arc Raiders automaton medical vendor Lance.

After 60 hours of exchanging bullets like business cards, wisdom is sinking in: the best Arc Raiders weapon is the one in your hand. Tune out all the color-coded lizard brain loot and you'll find that virtually anything can send a dude right back to Speranza in a magazine or two, from common stock rifles to coveted epic guns. For my money, there is exactly one truly bad gun in Arc Raiders: the Hairpin pistol. I've gotten more kills – including an entire team wipe that I will never outdo – with the hammer. But everything else is a certified dude killer. Sure, an upgraded Osprey makes sniping on Blue Gate or Spaceport feel almost evil, but if you've got cover to duck behind between shots, a maxed-out Ferro will kill a god.

This realization hit like a basketball to the nose. If these guns all feel basically the same, within maybe 20% of each other in terms of Dude-Killing Power – and we in the business exclusively use DKP for our benchmarks – what the heck am I working toward? Why am I hoarding all this blue and pink gear? What good is it when I can easily get got by a dirt-cheap Stitcher, as evidenced by the folks I stole this gear from? And what is its value beyond the Pavlovian ability to instill gear fear through arbitrary colors that the card games and looters of the world have at this point chiseled on the inside of my skull?

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