"Cost should not inherently fill a skill gap": Arc Raiders dev admits "we're definitely a bit off on some of the cost to benefit ratios" for guns like the Bobcat and Tempest, but says all weapons have to be usable

Arc Raiders screenshot of player running from a Leaper robot
(Image credit: Embark Studios)

Many of the best Arc Raiders weapons, especially rare and epic guns, feel dramatically better once you upgrade them to level three or four, which can be a pricey endeavor even without factoring in ongoing repair costs. When rock-solid options like the common Stitcher and uncommon Anvil are significantly cheaper to upgrade and maintain, it can feel hard to economically justify splurging for the good stuff, even if those guns are really fun to use. Many players have called popular guns like the Renegade, Venator, Tempest, and Bobcat untenably expensive for weeks now, and it sounds like developer Embark Studios agrees the balance is skewed.

Design lead Virgil Watkins tells GamesRadar+ that "the original intent" with weapon balancing was to make sure that "any given weapon in capable hands should be capable of winning a fight if you're playing smartly." Even the worst weapons have to be good, otherwise the gunplay that's core to Arc Raiders would break down.

Austin Wood
Senior writer

Austin has been a game journalist for 12 years, having freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree. He's been with GamesRadar+ since 2019. They've yet to realize his position is a cover for his career-spanning Destiny column, and he's kept the ruse going with a lot of news and the occasional feature, all while playing as many roguelikes as possible.

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