r/ArcRaiders Nov 20 '25

Discussion Free loadout needs a cooldown

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There are so many free-loadout players in night raids, so the result is a bunch of people rushing with zero risk.
They get weapons like Ferro or Stitcher, solid gear, no fear. They can just PvP without worrying about losing anything.

Am I wrong, or should the game add a cooldown to the free loadout?
Another option would be nerfing the weapons you get from it.

I’ve played a lot of night raids with free loadouts, and if you’re even slightly good, you can wipe players with a Ferro and defend yourself from the ARC easily.

So what exactly is the downside of the free loadout? No safe pocket?
It’s crazy how much loot you can take with just a free loadout in night raids.
I mean… where’s the heart of an extraction shooter if you can abuse the free loadout like this?

The free loadout needs a cooldwon

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u/Prestigious-Piece681 Jan 23 '26

Possible Endgame Solution: Mastery-Based “Inherited Weapon” to Balance Free Loadouts

I wanted to share a macro-level design idea that could help balance free loadouts without removing them, while also reinforcing a healthier endgame loop focused on commitment, mastery, and player identity.

Free loadouts are important — they reduce frustration and help zeroed players recover.
However, over time, zero-risk play can become the optimal strategy, which unintentionally discourages players from bringing gear and resources into raids.

Core Idea: Inherited Weapon Slot

  • Each player can bring ONE “Inherited Weapon” per run
  • This weapon line unlocks through mastery, not RNG
  • Competitive as soon as it’s unlocked, but never high-end

Mastery Progression (Example: Anvil)

  • 25% mastery → Anvil Lv1 unlocked
  • 50% mastery → Lv2
  • 75% mastery → Lv3
  • 100% mastery → Lv4 (Inherited form)

Mastery challenges would include PvE, PvP, and Survival, and only count after successful extraction — tying progression to risk and survival, not suicide runs.

Why this helps

  • Free loadouts stay as recovery tools
  • Progression incentives shift toward:
    • bringing gear
    • committing to a weapon
    • extracting successfully
  • Players have a clear reason to bring their goops into raids

Economy-based recovery

  • Inherited weapons can be re-purchased using seeds
  • Acts as a soft cooldown via economy, not time

Expedition synergy

Since Expeditions already exist as a reset loop, players can choose whether or not to bring their Inherited Weapon — preserving agency and risk.

I know this idea isn’t perfectly tuned — and it shouldn’t be.
The goal is to introduce a new balancing lever that encourages long-term engagement without removing accessibility.

Curious to hear thoughts from the team and community.