In ARC Raiders, augments are one of the most critical elements of your loadout. They determine not only how much inventory space you have but also how much you can carry, what shields you can equip, unique passive abilities, and specialised utility slots. Understanding augments can be the difference between a successful run and a complete wipe. In this guide, we’ll break down how augments work, what makes a good augment, and which ones I recommend.
What Makes a Good Augment?
Before we dive into specific augments, it’s important to define what I consider a “good” augment:
1. Medium Shield Compatibility – Light shields are viable, but medium shields are generally superior. They offer slightly less damage reduction than heavy shields but last longer after initial trades. Heavy shields provide extra damage reduction at the cost of mobility, which is only situationally viable (notably in close-range maps like Stella Montis).
2. Loadout Weight – The heavier the maximum loadout, the more items and weapons you can carry.
3. Safe Pockets and Utility Slots – Safe pockets protect valuable Arc Raiders items, and special utility slots provide flexibility in combat or loot scenarios.
4. Unique Passive – This is often the deciding factor, giving a unique edge during combat, looting, or survival.
C-Tier Augments
C-tier augments are viable, but they are generally entry-level or situational:
· Free Augment Loadout – The most limited augment with no special passive. It has a weight limit of 35, 14 backpack slots, no safe pockets, no special slots, and is limited to light shields. However, it’s free, making it extremely valuable for low-investment runs. Many players use this loadout to pile loot and then trade it for a Mark 1 augment.
· Mark 1 Augments (Tactical, Looting, Combat) – Cheap to craft using plastic and rubber parts. They have a minor advantage over the free loadout, including one safe pocket and slightly higher weight (40–50). Among the three, Combat Mark 1 is the best because it allows a medium shield and offers slightly more inventory flexibility. Looting Mark 1 is ideal for budget looting runs.
B-Tier Augments
B-tier augments introduce epic-level passives but still come with some limitations:
· Looting Mark III Cautious – Epic augment with a weak adrenaline shot when your shield breaks. Offers 70 max loadout weight, two safe pockets, and built-in binoculars. Only compatible with light shields, which limits its combat utility. Ideal for looting runs but costly to craft.
· Combat Mark III Flanking – Stows pistols and hand cannons 33% faster. Decent for quick swaps but still restricted to light shields, which limits its usefulness in PvP encounters.
· Combat Mark II (Rare) – Can equip light, medium, or heavy shields. Offers a healing passive (1 HP every 5 seconds) with a 30-second cooldown after taking damage. Reasonable weight (55) and a utility slot, but the healing is weak and situational.
· Looting Mark II (Rare) – Budget-friendly epic augment with 60 loadout weight, 22 backpack slots, two safe pockets, and four utility slots. Only light shields, but perfect for fast loot runs.
· Tactical Mark III Defensive – Built-in shield recharger, medium/heavy shield compatible, 60 loadout weight, 20 backpack slots, and five utility slots. Very solid for combat runs.
· Tactical Mark III Aggressive – Healing passive of 2 HP every 5 seconds, 65 loadout weight, medium/heavy shield compatible, two special grenade slots. Good but less impactful than Defensive.
· Tactical Mark III Healing – 16 backpack slots, medium shields, three safe pockets, and healing cloud passive (20 HP when revived). Great for survivability, though loadout weight is lower.
A-Tier Augments
A-tier augments are the top choices for practical gameplay, balancing cost, utility, and passive effects:
· Tactical Mark II (Rare) – Surprisingly outperforms many epic augments. Features medium shield compatibility, a smoke grenade passive when shields break, 45 max weight, 17 backpack slots, five utility, and one safe pocket. Cheap to craft and extremely effective for PvP and ambush scenarios.
· Looting Mark III Survivor – Epic augment designed for survivability and looting. Compatible with medium shields, 80 loadout weight, 20 backpack slots, five utility, one special slot, and three safe pockets. Passive regenerates health up to 75% when downed and stationary—perfect for solo survival or team recovery. More expensive than Tactical Mark II, but superior for high-stakes looting runs.
Recommendations
· Budget Runs / Loot-Focused – Looting Mark II: Cheap, efficient, excellent inventory space.
· PvP / Combat Runs – Tactical Mark II: Medium shield, smoke grenade passive, minimal crafting cost.
· Epic / High-Stakes Survival – Looting Mark III Survivor: Massive loadout, medium shield, and exceptional downed-state healing.
Final Thoughts
Augments in ARC Raiders are well-balanced, offering viable options for different playstyles. While C-tier augments work in a pinch, most players will prefer rare or epic options. Choosing the right augment depends on your priority: looting efficiency, combat survivability, or high-level solo survival.
In my opinion, Tactical Mark II and Looting Mark III Survivor represent the best value for their respective purposes. For budget-conscious players, the rare Tactical Mark II is a game-changer. For epic runs where survival is paramount, the Looting Mark III Survivor augments are indispensable.