Guide
ARC Raiders Extraction Camping and Counter-Camping
The thing that spikes my blood pressure the most in ARC Raiders isn't losing to those robots. It's crawling to the extraction point with a backpack full of purple loot, and the second the elevator door starts to open, getting dropped by a burst from the corner. Some people think extraction camping is scummy, some people make a living off it, but no matter how you see it, it's become an unavoidable part of this game in 2026. I got camped so hard at first I questioned my life choices, then I did some camping myself and also counter-camped, and slowly figured out how this thing actually works. This piece is going to break down both sides of it for you: how to camp cleanly, and how to break a camp cleanly.

Before You Camp, Read the Terrain
Camping an extraction point is never as simple as plopping down against a wall, camping in the wrong spot is basically handing your life to whoever walks past, and the real question is whether you've locked down a power position the enemy can't push into.
- Only camp from a power position. High ground, hard cover, and rooms with few entrances are worth holding, but an open landing pad is a death sentence for whoever sits on it.
- In open areas, rotate instead of sitting still. Cut people off in a wide circle ahead of time, then move in as the ship is about to arrive, and keep your exposure time as short as possible.
- The first thirty seconds and the last thirty seconds are two different things. The opening half-minute is basically safe, but the final half-minute is when ambushes peak.
Counter-Camping Isn't About Gun Skill, It's About These Steps
Once you've been camped a few times you'll realize what counter-camping actually solves isn't beating the enemy, it's first flushing out the traps and players hiding in the shadows, then timing your push into the extraction point.
- Clear traps with blaze grenades first. Toss them at doorways and corners, as they can trigger trip mines and explosive mines through the door before you commit.
- Scout with tagging grenades and noisemakers first. Throw one before entering key rooms, and a single sweep will tell you if anyone's hiding.
- Call the elevator, then take cover. Don't stand out on the pad like an idiot, hide in cover for about a minute and fifty seconds, then sprint in during the last few seconds before the doors close.
- Always carry a Raider Hatch Key. It's a silent extraction with no alarm, and it's your best option when you're carrying valuable blueprints or quest items.

These Maps Have the Worst Extraction Points
Some maps are basically built for camping, the terrain hands the campers a one-way sightline, and if you don't know that going in, you're basically walking into a free kill.
- Stella Montis is the worst—extraction camping on this map is the most brutal in the entire game, so always plan two exit routes before you go in.
- Dam Battlegrounds and Spaceport have one-way positions. A hillside can lock down both extraction terminals at once, and the moment you peek, you're dead.
At the end of the day, camping and counter-camping are two sides of the same coin. A good camper knows where the power position is and when to strike; a good counter knows to clear the traps first, then time the door push. Instead of cursing campers for being scummy every day, just assume someone's watching every extraction point, and that alone turns campers into free loot delivery for you. The Patch 1.39 meta is still leaning hard into information warfare, and paying attention to sound and reading the map will protect your backpack full of loot better than raw aim ever will.
