ARC Raiders Damage Flying ARC Enemies Inside Spaceport Walls Guide

20 April, 2026

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ARC Raiders Damage Flying ARC Enemies Inside Spaceport Walls Guide

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ARC Raiders Damage Flying ARC Enemies Inside Spaceport Walls Guide

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.

Critical Reminder

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.

Scoring Breakdown Points Per Unit

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.

The Snitch Situation

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.

ARC Raiders Damage Flying ARC Enemies Inside Spaceport Walls Guide
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Map & Best Positions Where To Stand

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.

Event Conditions Timing Is Everything

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.

Fast 3-Star Method For The Impatient

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.

  • Bring 2–3 Wolfpack Grenades. Load into Spaceport with a Hidden Bunker or 2x event active.
  • Locate a Rocketeer near the Launch Towers. Bait it into combat range.
  • Deploy the Wolfpack Grenades. The tracking rockets handle most of the embarrassing parts.
  • One Rocketeer gives 2,420 points. Two Rocketeers nearly carry you to 4,000 alone.
  • Mop up the remainder with Hornets or Fireflies from any vantage point. 10 Hornets at 440 each is exactly 4,400. You're done.
  • Extract. Collect rewards. Go do something else.

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.

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ARC Raiders Damage Flying ARC Enemies Inside Spaceport Walls Guide FAQ

What flying ARC enemies count inside the Spaceport walls?

Wasps, Hornets, Fireflies, Snitches, and Rocketeers, all valid, all inside the red boundary line.

How many points does each enemy give on a 2x modifier?

Wasps 242, Firefly/Hornet 440, Snitch 348, Rocketeer 2420, the Rocketeer is not subtle about its value.

What is the fastest way to get 3 stars in this trial?

Wolfpack Grenades on 1-2 Rocketeers, clean up smaller flyers, reach 4000, extract, go live your life.

How do I farm Snitch Scanners for maximum score runs?

Enter any map, shoot Snitches, loot Scanners, stack 3 per slot, extract, up to 9 per farm run guaranteed.

Should I use Aggression-based Matchmaking for this trial?

Yes. Friendly lobbies prevent strangers from stealing your Wasps, Rocketeers, and dignity simultaneously.