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Joined June 2020
🚨DON'T SELL THESE ITEMS in DMZ🚨 If you're just getting started in DMZ and dont know what items to keep, you'll need all of these items for your Level 1 FOB stations/benches If you guys like this I'll do one for level 2 and level 3
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I havent played MW4 MP yet What are you guys thoughts? Give me the good and the bad
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Tips if you're just getting started in DMZ 1) If you need easy money, do the in-raid contracts. They're the green phone symbols all around the map and they give you decent money for completing them and extracting. You can easily complete 3-4 per raid. 2) If you're running out of stash space, use your extra operators to store items from your inventory. You have multiple operators you can use in DMZ, but if you have one or two you're not using, throw a blue medium backpack on them, and that will give you 13 inventory item stash slots per operator + the extra consumable slots + 2 weapon slots per operator. 3) If you're early in the game, low level, or nervous about losing weapons, just take one weapon per raid, kill the first AI enemy you see and pick up their HAN 86. The base HAN 86 is insanely good especially against AI, and will do you a lot of good until you've leveled up and have an inventory full of weapons you're willing to lose 4) Try your best not to sell any loot at first, there's a lot of items in the game that seem useless, but I promise, a lot of them are used to upgrade benches, your stash, your bank, and other things. Good example is Rigid Synthetics, Reactive Metals, and infantry invasion plans.
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ARC Raiders Player Thoughts on DMZ: 1) Felt super smooth, movement and visibility and gunplay all felt really good. Classic CoD feel which is exactly what they needed to get back to. 2) AI were really well balanced, the low tier enemies were easy to kill but if you let them swarm, things get really tense. The higher tier enemies are really difficult but I don't like bullet sponge enemies. I wish they took a little more strategy like shooting for knees to tank their mobility, then aiming for headshots to knock helmet off and so forth. 3) Looting felt so much better than OG DMZ, i actually felt like I was looking for specific items for upgrades. Honestly coming back from Arc, that felt exactly like the looting in Arc Raiders, and if I'm being honest Arc made looting feel perfect. 4) Biggest complaint is lack of player interactions, no matter if hostile or friendly. I played for 5 hours, probably 10-15 raids, ran into 5 total players... and I was looking. I was constantly popping UAV towers. Need more player interactions. 5) The FOB feels great, feels exactly like Arc Raiders with how you're leveling work benches and finding specific materials to level benches up and craft items. Perfect 10/10 no notes. Arc Raiders should have made their outpost exactly like this. 6) Vehicles felt decent, a good balance of easy to drive, but also chaotic and all over the place in some moments. Not OP, but not awful to drive. 7) Orders/Side-Op's/in-game contracts all felt really well done. Lots of variety of things to do. Lots of stuff that takes you all over the map, wish Arc Raiders did more of this with their quests where you have to do more variety of things, and complete more challenging tasks. Arc raiders needs a computer bench in the outpost where you can accept challenges and contracts to complete. 8) Traits/skill-tree whatever you wanna call it is really good. I like that you have to make decisions on what you want to take vs what you're willing to pass on. I also like that you're able to complete a path on all 3 branches. 9) Having different Operators, and being able to prestige them is going to be a ton of fun. Arc raiders could use something like this. Grinding an operator to (I'm guessing) master prestige will be an insanely rewarding gameplay loop with insane traits available when you prestige them all the way up. 10) Idk how much this game will have for longevity, but at least so far, it feels like there's a ton to do with upgrades in your FOB, weapon leveling, operator leveling.
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This was going to be my biggest complaint going in, that humanoid AI are never going to work But honestly I never had this issue today, it was actually fun seeing a player and being a little investigative before engaging to watch and see if they moved like a bot or a player. Just need more total player interactions and this game is good.
Timthetatman on the only issue he is having with MW4 DMZ: "I can't tell the difference between the AI or a real player shooting me. I'll have to give ARC Raiders flowers, in ARC I know what the difference is easily. In DMZ I can't tell the difference until it's too late."🗣️
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??? @aimkeyx timeline going crazy today
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😳30 Million Rounds of PvE😳 Arc Raiders players player 30 MILLION rounds with the PvE toggle turned ON. Everyone has an opinion on what this does or doesn’t mean long term, but you cannot deny that the community is hungry for PvE gameplay
📡 Attention, Raiders! Update 2.2 is rolling out right now, bringing the Wreck Set to the store, alongside a number of fixes. Make sure to restart your game to download, and check the patch notes here: arcraiders.com/news/store-up…
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My top DMZ questions: How smart will the AI be in DMZ? Call of Duty’s AI have always just been super non-dynamic. Just mag dump into the chest or head. One of the best parts of Arc Raiders is how smart the AI are and how strategically you have to fight them. How useful will the loot be for crafting and upgrading? Are you going to be collecting random useless stuff that turns into XP or Money? Or is loot actually going to benefit your ability to craft and upgrade weapons and gear for future raids?
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So THIS is the Frigate everyone has been talking about?
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started as a 10 of 10 but we're gonna let this bad boy simmer
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My opinion on the PvE mode after a week of playing it: 1) Its very good for what we wanted. The ability to play the game stress free 2) After the first day where all the PvP players were making things awkward the mode settled out and felt pretty much like normal PvPvE friendly lobby's 3) I do not mind the Arc being able to finish you while downed, but the way it should work is if you stop crawling for long enough, they de-aggro, then the more you start crawling again they start to pay attention to you This would create a strategic way of still being able to crawl out, while the arc can finish you if you don't play it right. 4) With that change, I would make the arc much more difficult and make them swarm harder if you don't manage the situation and take them out. 5) I also wouldn't keep it as a toggle. I know a lot of the PvE community wants a toggle, but it should be a map condition that is always available on one of the maps. Friendly ABMM would still be available on other maps in the PvPvE lobbies. 6) At the next 6 month update bring a PvE map condition Puzzle mode that requires cooperation to complete, but should be very challenging 7) Pair that with a PvP mode for the PvP players like a 2v2 arena wagers, or a BR style mode where you can still extract whenever if you get a full bag or find something really good, but final team standing wins a final loot room that has extremely good loot. Incentivize staying and fighting for it. 8) Keyrooms are fine the way they are, if we as PvE players dont want to share them, wait till later in the raid to unlock them instead of right away, and bring door barricades and barricade kits. 9) Emperor should not be available to do in PvE, my personal opinion but it just doesn't make sense. 10) More total arc, more difficult arc, make it only night mode so its creepier, just make it more challenging in general.
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To all my PvE enjoyers What critiques, criticisms do you have of the PvE toggle so far? Lets talk about it
Have you tried the PvE toggle yet? We're running a limited time test to gather data about PvE matchmaking in ARC Raiders. Try it out this weekend and let us know your thoughts through Discord or in the survey coming next week.
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@ARCRaidersGame @EmbarkStudios if you guys want some fairly non-toxic constructive feedback back Read these replies 👇👇
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Please @ARCRaidersGame I'm begging Make the frigate in solos only require one button to turn on the main coils Spent 3 hours trying to complete a solo frigate run today and only got the main coil turned on once Not asking for it to be scaled down, just let a solo trigger it
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Cyficy is correct. PvE should be a map condition, rotating from map to map. Give its own cool puzzle/dungeon or boss fight where it’s heavily encouraged to cooperate with other players to sabotage and take down a live emperor or something.
I solved the PVE mode problem
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I don’t understand the argument about PvP players using PvE to farm materials “for free” and flooding PvP with them. First of all it’s literally available to everyone so it’s not some unfair advantage And it’s still time spent having to grind for stuff which is the whole point
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Something feels off about the PvE mode I played 3 hours last night, and generally speaking it was exactly what we wanted. But every lobby ended up with 5-10 people middle of the map standing around looking at eachother like… “welp this is weird”
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Instead of everyone running around doing things they needed to get done It felt like there was an initial shock of like “well what do we do now” which I think will wear off and people will start to go about their business interacting the same way we do in normal friendly lobbies
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⬇️[THREAD]⬇️ PvE Mode Feedback for @EmbarkStudios and @ARCRaidersGame 1. Make the Arc more challenging Every raid felt like there was barely any arc, and when I found them, they were dead instantly because PvE’ers are experts at how to quickly take arc out by now
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5. Completely revamp quests Give us all new quest system that is actually challenging, solving problems or grinding something for a full raid Make quests actually valuable so PvE and PvP players benefit from spending time doing them in the PvE mode
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I’ll have more feed back, but that’s all I had after a 3 hour session last night Feel free to drop your thoughts below 👇
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