Search in Classifieds
Search in Groups
Search in Polls
Search in Members
Search in Members
Search in News
Search in Polls
Search in Businesses
Search in Contests
Search in Events
Search in Music Albums
Search in Music Songs
Search in Quotes
Search in Site Team
Search in Jobs
Search in Products
Search in Products
4 minutes, 4 seconds
-8 Views 0 Comments 0 Likes 0 Reviews
Since Shrouded Sky landed, roaming the outskirts feels like a different game. You step out for a quick run and suddenly you're doing threat math instead of looting. I started keeping notes on what actually works, especially once I began planning upgrades tied to ARC Raiders BluePrint unlocks and realised these new ARC units aren't "optional fights" anymore—they're roadblocks that follow you.
The Firefly looks like a drone until it's already cooking you. It doesn't hover and wait like the old pests; it pushes, it angles, it chases. If you sprint in a straight line, you'll just watch your health vanish. What's saved me more than once is treating cover like a weapon. Get under a roofline, duck behind a hard corner, and force the flame cone to clip the wall instead of you. Then pick a job: tag the rotors or thrusters until it wobbles and drops, or go for the yellow canister under the body if you can see it clean. I'm not proud—I usually won't start the fight without something that hits hard fast, like a Hullcracker or a couple of Wolfpack throws, because you don't get a long window.
The Comet is annoying in a quieter way. It rolls in like it's got somewhere to be, and the whole plan is "get close, self-destruct." The catch is brutal: if it pops itself, you get nothing. No core, no payoff, just a crater and wasted ammo. I've had the best luck with high-rate automatics because you're racing a timer you can't see. Strip the outer shell, wait for the internals to show, and then don't hesitate—keep firing until it's done. Impact Grenades help if you're a second late; the stumble buys you just enough time to finish the job. If you're low on ammo, people do kite them around ramps and ledges, and yeah, it works, but you've got to stay calm and not overcorrect.
Both of these threats punish the same mistake: letting them play at their distance. Firefly wants mid-range so the flames stay glued to you. Comet wants point-blank so it can cash out. So your kit should reflect that reality—bring something for burst damage, something for control, and a plan for cover before you even pull the trigger. Don't get greedy when it's almost dead; that's when most runs go sideways. And if you're farming seasonal parts like Burners or Igniters, it's worth stocking up through reliable services too—plenty of players use U4GM to buy game currency or items so they can stay focused on learning these fights instead of grinding the same routes all night.
We are a close community to help to meet and greet new people.
We are a secure community with 5000+ active members who help you with your queries, post new updates and grow your network.

Share this page with your family and friends.