首页 论坛 RSVSR How to Use the Best ARC Raiders Weapon Attachments
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Weapon attachments in ARC Raiders can feel like you're burning materials on vibes. The stat bars look tidy, then you hop into a fight and the gun still sprays or kicks like a mule. That's why I started treating builds like a little lab project, checking how a weapon behaves after a few shots, how fast it settles, and what changes actually stick. If you're sorting loot and comparing parts, having a quick reference like ARC Raiders Items helps, but the real win is understanding what the game isn't spelling out.

Rattler and Kettle: Fix the real problem

With the Rattler, most people chase recoil control and wonder why it still feels messy. The real pain shows up once you're a few rounds into a burst: dispersion climbs and your grouping falls apart. A Stable Stock does more work than you'd expect because it helps your spread recover between bursts, so you can tap, pause, tap, and stay on target. Pair it with a Compensator to keep that max bloom from getting out of hand. Grips sound tempting, but they're usually a poor trade on this gun. The Kettle is the opposite story. Its bloom isn't the villain; the vertical kick is. A Muzzle Brake plus a Vertical Grip makes it easier to ride. And since the reload is slow, an Extended Mag isn't "nice to have", it's what keeps you from dying mid-reload.

Single-shot traps: Pharaoh, Osprey, Renegade

Here's the weird one: on the Pharaoh and Osprey, recoil mods can be basically dead weight. After every shot you're kicked out of ADS to cycle the action, so the gun's already resetting while you're chambering. You're not holding a long spray, so "stability" doesn't get a chance to pay off. Instead, build for speed and staying unseen. A Lightweight Stock on the Pharaoh makes quick-scopes feel snappy, and a Silencer stops you from ringing the dinner bell. The Renegade plays into this too. Grab even a green Stable Stock and your dispersion has time to fully reset between shots, which makes follow-ups feel way more precise than the raw stats suggest.

Close-range bruisers and the stuff to skip

The Stitcher and Bobcat are the kind of guns that make you grin when the parts are right. The Stitcher loves an Epic Padded Stock because it's a cheap bump in control, then an Angled Grip to calm the side-to-side wobble that throws you off in tight rooms. The Bobcat rewards commitment: push it to level three, run a Muzzle Brake, then add an Angled Grip so you can stay aggressive without the muzzle wandering. And yeah, some guns just don't deserve your wallet. The Hulk Slapper is the poster child. It can feel best at level one with nothing bolted on, so upgrading it is often just paying to be disappointed.

Shotguns and the parts that actually matter

For shotguns, don't overthink it: spread control is king. On the Toro, even a green Choke tightens the pattern enough that your shots start landing like you meant them to, and you can usually skip grips. The Volcano is harsher. At level one it's a recoil nightmare, and you'll feel it the second you try to shoot fast. If you can't afford a level three Volcano with a Choke and an Angled Grip, it's often smarter to leave it sitting. That same "hidden feel" shows up elsewhere too, like how velocity changes the Batatina's consistency or how the Arpeggio only feels complete with a full kit, especially if you're trying to stretch your runs with cheap Raiders weapons in rotation.

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