ARC Raiders solo vs squad: what actually changes about the run

Running alone is not the same run with fewer people. It changes what a fight costs, what a loadout is worth and which extracts are realistic — here is how to adjust rather than just play more carefully.

Daniel Kim

Contributing writer

Published
Reading time
2 min read
Official ARC Raiders screenshot supplied by Embark Studios
Embark Studios

Key takeaways

  • Without a revive, surviving a fight badly is the same as losing it.
  • Solo routes should be shorter and end nearer an extract.
  • Cheap kit is not a compromise solo; it is the correct kit.

Players usually describe solo as "the same run, but you have to be careful." That framing is why solo runs go badly. Almost every parameter of the run changes, and caution alone does not compensate for any of them.

You lose the ability to trade#

In a squad, a bad engagement can still end well. Someone eats the damage, someone else takes the angle, and a downed player is a delay rather than an ending. Solo, there is no version of a fight you survive badly. You either win it cleanly or the run is over.

This is the change everything else follows from. Fights are no longer investments with a spread of outcomes; they are binary.

Routes get shorter, not slower#

The instinct when playing alone is to move at half speed through the same route. That is worse, not better: you spend twice as long exposed to the same risks with none of the coverage.

The adjustment is to shorten the route. Pick fewer objectives, in a tighter cluster, ending near an extract. A short route completed is worth more than a long route abandoned.

Cheap kit is correct, not a compromise#

Solo, expensive equipment produces a feedback loop that costs you the run. You know the kit is expensive, so you avoid contested areas, hold longer angles and extract without much. The gear intended to make you stronger has quietly made you passive.

Bring the cheapest loadout that can complete the objective you actually chose. That is not settling — it is the loadout that lets you play the way the run needs.

Machines are a different problem alone#

Fighting machines in a squad is a resource question: do we have the ammo. Solo it is a time and noise question. Every engagement announces roughly where you are, and you have nobody watching the direction you are not looking.

Avoiding a machine fight you would comfortably win in a squad is usually correct solo, because the cost is not the ammunition — it is the attention.

Extract earlier than feels right#

All of the above compounds into one adjustment: leave sooner. The point at which a squad would push for one more room is roughly the point at which a solo player should already be moving toward an extract.

Pricing the bag you are carrying is a live-data question — item values move with updates, and we do not print numbers here that would go stale. Raiderism maintains that reference; this guide covers the decisions you make around it.

Sources

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About the author

Daniel Kim

Contributing writer

Focuses on tactical shooters and battle royales — team strategy, weapon balance and player improvement.

CoversTactical shooter strategy · Battle royale and extraction play · Weapon balance and player improvement

Disclosure +

Daniel Kim is a freelance contributor paid by FPSing for his work here. He does not accept payment, review copies or hardware from publishers in exchange for coverage. FPSing shares ownership with Raiderism and CODZombie; where an article links to either, the reason is recorded on the link.

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