Fan Proposal Calls For Arc Raiders Augment That Protects One Weapon And Nothing Else
A new Arc Raiders fan concept has gained momentum after players argued that the game’s current mix of PvE objectives and constant PvP interference discourages the use of top-tier gear during boss hunts. The suggestion centers on a high-risk augment built to secure a single legendary weapon while exposing everything else to the usual losses that define the extraction shooter.
The idea surfaced on Reddit, where the player known as davmly described consistent setbacks during runs aimed at Bastions, Bombardiers, and the Queen. The pattern is familiar to anyone who moves Topside with full equipment only to fall to another squad seeking an opportunistic third-party kill. According to the post, this pressure creates a disincentive for bringing legendary weapons to boss fights, even among players who value the game’s PvP tension.
In the proposal, the concept appears as Tactical Mk.4 (Hunting). It would secure one legendary weapon—Equalizer, Jupiter, or Aphelion—and nothing else. The augment includes a heavy shield, but it removes the safe pocket entirely. Any loot picked up during the run would remain unsecured. Losing a fight would still wipe out consumables, materials, and all items except the one protected weapon.
"I’ve been thinking about high-risk ARC boss fights, and how PvP pressure right now really discourages bringing legendary gear."
Davmly wrote.
"Let me introduce my fan concept augment dedicated to Arc hunting, Tactical Mk.4 (Hunting), designed to let players commit to Arc fights without removing risk." — davmly
The post argues that the augment does not create safety, only a stable baseline for players who want to engage in endgame PvE without abandoning the unpredictability that makes Arc Raiders tense. By securing one tool, players would feel more willing to take on arcs instead of avoiding them due to the threat of being wiped by another squad. The concept suggests that risk remains intact because any successful run still relies on survival, and any reward beyond the single secured gun must be carried out in the open.
Community responses noted that recent high-level augments already experiment with unconventional perks that shape the flow of a raid. The suggested Mk.4 sits within that logic and carries an appropriate cost. Some players recommended crafting requirements tied to rare drops from Bastions or Bombardiers to prevent early accessibility. Making the augment difficult to produce would maintain the economic curve that governs Arc Raiders while still offering an option for committed boss hunters.
Others raised concerns about easing the game’s tension. Arc Raiders depends on the threat of permanent loss to maintain its extraction structure. The idea of protecting a legendary weapon drew scrutiny from players who cautioned against diluting the genre’s stakes. Still, the proposal avoids creating a risk-free path. Everything earned remains vulnerable, and players still face the possibility of being stripped of supplies and progress if ambushed.
Supporters countered that the game’s balance currently tilts toward avoidance. Top-tier PvE fights often go untouched because players calculate that the odds of being intercepted are too high to risk their best equipment. A single protected slot would lower the barrier to entry without undermining the game’s identity. It would also steer more players toward arc encounters, broadening activity at the upper tiers of the game.
The discussion highlights an ongoing friction in extraction shooters: encouraging players to pursue difficult objectives without nullifying the threat that defines the genre. Arc Raiders thrives on moments where rival squads collide over the same target, but that same unpredictability can suppress engagement with the game’s largest enemies. The proposed augment attempts to narrow that gap by selectively protecting one item while leaving the rest of a loadout exposed.
This approach outlines a clear, narrow purpose. It would not assist looting-oriented runs and offers no advantage during broader exploration. Its only function is to let a player bring reliable firepower to an arc without treating the run as an all-or-nothing gamble. The loss of the safe pocket offsets the secured weapon, and the heavy shield shifts the loadout toward a defensive role. The configuration keeps the emphasis on surviving the encounter rather than gathering goods.
Crafting requirements provide another layer of cost. If locked behind rare components, the augment would remain a deliberate investment rather than a casual upgrade. This echoes the community’s view that anything influencing legendary gear must uphold the game’s established scarcity.
Whether Embark adopts any part of the idea remains uncertain, but the concept reflects a recurring request from players who want more reasons to engage with Arc Raiders’ late-game arcs. Many see a protected-weapon slot as a practical compromise that would encourage more activity without introducing guaranteed safety. Its reception shows how closely the community watches the balance between risk and opportunity in each update.
Read also, Arc Raiders sets December 16 release for its Cold Snap update, which introduces snowfall across the map and hints at new environmental pressures. The update adds the Flickering Flames event, a raider deck, and a set of quests, extending the game’s seasonal rhythm as players prepare for colder conditions.

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