20 April, 2026

You have chosen to spend your leisure time getting shot at by flying machines while the game judges you numerically for it. The ARC Raiders Spaceport flying enemies trial is, shockingly, exactly what it sounds like: load into Spaceport, get inside the walls, and inflict as much damage as physically possible on every drone, wasp, and armored nightmare that crosses your path before the raid timer decides your suffering is over.
The goal is straightforward. Reach 4,000 points for the 3-Star reward. Keep going past that if you enjoy pain and leaderboard positions. The Speranza Hotshots board waits for those deranged enough to push toward 70,000, 100,000, or the theoretical ceiling of 150,000+ in a trio run. This guide covers both: the sensible exit and the obsessive grind, because apparently some of you have nothing better to do.
Your score registers ONLY if you extract safely. Die before extraction and the game wipes everything you did. Every point. Gone. Into the void. So perhaps don't heroically face-tank a Rocketeer ten seconds before you hit the exit.
The best score ARC Raiders flying ARC Trials runs require you to understand one uncomfortable truth: not all flying machines are created equal, and the game would very much like you to risk your life chasing the expensive ones. Here is what you're actually working with at the 2x event modifier, which you should always be using, because showing up without one is a character flaw.
|
Enemy |
Score (2x modifier) |
Threat Level |
Priority |
|
Rocketeer |
2,420 |
Will ruin your day specifically |
HUNT ON SIGHT |
|
Hornet |
440 |
Annoying. Medium annoying. |
High |
|
Firefly |
440 |
Flies around. You shoot it. |
High |
|
Snitch |
348 |
Calls for backup. That's its personality. |
Medium, read note below |
|
Wasp |
242 |
Dies if you look at it firmly |
Filler, use Scanners |
You receive 0.8 points per 1 HP of damage dealt. Shooting propellers off flying enemies does NOT contribute score, aim center-mass at all times. The game rewards precision. Naturally.
Do not simply kill a Snitch and move on like a sociopath. Let it activate its alarm first. A fully alarmed Snitch calls in a Hornet and two additional Wasps before it dies. That is free extra score delivered to you by the enemy's own incompetence. Kill the alarm source AFTER it has already done the damage. Use it against itself. This is the kind of petty efficiency this trial demands.

The ARC Raiders Trials best loadout flying ARC is not complicated. You need a weapon with ARC armor penetration above 50%, enough ammunition to outlast your own incompetence, and grenades that do the heavy lifting you probably can't. Here is the loadout that won't embarrass you:
|
Category |
Item |
Quantity / Quality |
Tactical Notes |
|
PRIMARY |
Anvil IV |
Premium Option |
IV is preferred for fire rate. The Roman numeral matters. |
|
SECONDARY |
Renegade |
~80 Medium Ammo |
Adjust quantity if carrying both. Do the math. |
|
ARMOR |
Tactical MK.2 + Light Shield |
Standard |
Because dying is embarrassing and ruins your score. |
|
AMMO |
Heavy Ammo |
120+ |
You will use all of it. Bring more anyway. |
|
CONSUMABLES |
Adrenaline Shots |
5–10 |
For when a Rocketeer decides you personally wronged it. |
|
DEFENSE |
Barricade Kits |
3–6 |
Block the zipline to your vantage; discourage social visits. |
|
UTILITY |
Snitch Scanners |
9+ |
The single most important item in this entire operation. |
|
ORDNANCE |
Wolfpack Grenades |
SEVERAL |
For Rocketeers. Tracking rockets are forgiving; you are not. |
|
MOVEMENT |
Ziplines / Snap Hook |
2+ |
To reach vantage points without falling and losing 10 IQ. |
|
RECOVERY |
Shield Rechargers + Bandages |
10 each |
You know what these do. Don't make me explain it. |
Swap the Anvil for a Jupiter if you're feeling financially reckless. Keep the Renegade, bring Energy Clips, and remember that Hornets helpfully drop Medium Ammo when they die, so the map refuels you if you're good at your job.
Can you use a free loadout ARC Raiders Spaceport trial? Technically, yes. For 3-star reward only. For anything resembling a high score, the answer is a very gentle no. Free kits limit your ammo and grenade options to the point where your ambitions will outpace your resources by minute eight.
The Snitch Scanner ARC Raiders score strategy is the backbone of any serious run. Each Scanner, when thrown, summons two Wasps from the sky, free targets, free score, no combat required, as long as you actually remember to pick up the Scanner afterward. Each Scanner stacks three per inventory slot. A single pre-run farm delivers up to nine Scanners, more if you extract safely. The math is not complicated.
How to Farm Scanners
Do not throw Scanners rapidly like you're panicking. The game instance caps how many ARC units can be active simultaneously. Throw one, hear the Snitch Alarm, confirm two Wasps appear, kill them, THEN throw the next. A Scanner that fails to activate will sit on the ground looking at you accusingly. You will know it activated by the Snitch Alarm sound and the beam from the sky, cinematic, given the circumstances.

This trial is locked to Spaceport. The recommended event condition is the Hidden Bunker 2x modifier, which gives you a 40-minute raid timer and doubled points, the two things you need most when your plan involves standing on a tower throwing robot-summoning devices into the sky.
|
Category / Role |
Location |
Strategic Value |
Tactical Notes |
|
Solo / Best Overall |
Launch Tower |
Elevated view of entire inner zone; clear sightlines. |
Rocketeers visible from here. Use Ziplines or Snap Hook to reach the top. |
|
Solo / Safe Alternative |
Trench Towers |
South towers are extract-friendly and quiet. |
Set up Barricades on zipline access points; discourage guests. |
|
Trios / Player 1 |
Trench Towers |
Western coverage; manages Wasp density in lower half. |
Primary location for Scanner throws. |
|
Trios / Player 2 |
Control Tower |
Central coverage; Snitches call in from here. |
Hotly contested in PvP; Barricades are mandatory. |
|
Trios / Player 3 |
Launch Tower |
Eastern coverage; Rocketeer hunting. |
Highest score potential per position in the trio setup. |
The Spaceport Trials best vantage point debate has a clear answer. Everything inside the red boundary line counts. Everything outside it does not. Enemies hovering just outside can still be tagged with your weaker weapon to aggro them inward, they will oblige. Once inside the walls, they're yours.
With all three positions filled and Snitch Scanners distributed intelligently across the team, 70,000+ score per run is a reasonable expectation, not a fantasy. The theoretical ceiling sits around 150,000+ with favorable spawn RNG, zero PvP interruption, and a competent trio who don't accidentally shoot each other's Wasps.
Use Aggression-based Matchmaking to land in friendly lobbies. Contested lobbies mean stolen kills, congested spawns, slower clears, and the distinct pleasure of watching a stranger loot your Rocketeer. Friendly lobbies yield consistently better outcomes for everyone involved, which is an almost offensive amount of common sense.
The ARC Raiders Hidden Bunker event score multiplier is non-negotiable for serious runs. Hidden Bunker activates on Spaceport and delivers both the 40-minute timer and the 2x modifier simultaneously. If Hidden Bunker is not available, Night Raid or Electromagnetic Storm on Spaceport serve as fallback options, both carry the 2x multiplier and are functional alternatives for those who can't be bothered to check event schedules like functioning adults.
Enemy density increases during abnormal weather conditions. Storms and night conditions naturally push more flying ARC into the zone, which means more targets, more Snitch activations, and more score accumulation per minute. The game is rewarding you for choosing the hard option. Predictably, it doesn't tell you this clearly.
Not everyone wants to spend 40 minutes on a tower doing mental arithmetic about spawn caps. For the ARC Raiders Trials 3-star reward fast method, the process is far shorter and requires no preparation beyond basic weapon competence and the ability to throw a grenade in a roughly correct direction.
The Rocketeer kill strategy ARC Raiders Spaceport Trials is, by a significant margin, the least painful path to 4,000 points. Two Rocketeers are worth approximately the same as 16–17 Wasps. The math is punishing. Embrace it.
Wasps, Hornets, Fireflies, Snitches, and Rocketeers, all valid, all inside the red boundary line.
Wasps 242, Firefly/Hornet 440, Snitch 348, Rocketeer 2420, the Rocketeer is not subtle about its value.
Wolfpack Grenades on 1-2 Rocketeers, clean up smaller flyers, reach 4000, extract, go live your life.
Enter any map, shoot Snitches, loot Scanners, stack 3 per slot, extract, up to 9 per farm run guaranteed.
Yes. Friendly lobbies prevent strangers from stealing your Wasps, Rocketeers, and dignity simultaneously.