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Rodrigo Inshaf
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When Turbine turns up in ARC Raiders, don't treat it like a normal flying ARC. It's a boss, even if it's a bit more manageable than Matriarch or Queen, and it can still erase you in a few seconds if you stand in the wrong place. Most players see it appear later in a raid, usually around the 13 to 16 minute mark. If it doesn't show, there's not much to do except reset and try another run. Before you chase it, sort your kit properly, and if you're short on supplies, some players look to buy ARC Raiders Items so they can go in with better ammo, shields, and weapons.

Breaking Turbine's Armor

The basic fight is simple on paper. Strip the armor, then shoot the weak parts underneath. In practice, it's messy because Turbine's armor plates rotate while it's in the air, so you can waste a lot of shots if your aim drifts. High armor penetration matters here. Jupiter is the cleanest pick because of its range and punch, but Bettina and Equalizer can also do the job if you're patient. Don't fight it in the open. Find a building, a doorway, or anything solid enough to duck behind. Its lightning projectiles spread damage over an area, and yes, they can still catch you if you hug bad cover.

Playing the Safe Long-Range Method

The easiest way to deal with Turbine right now is to fight it from far away with Jupiter. You want distance. A lot of it. If you hit a nearby Turbine, it'll usually turn on you and start firing those nasty lightning rockets. If you tag one from across the map, though, you can often chip it down without taking direct pressure. High spots work well, especially rooftops or hills with a clear view. Azzurro Beach can be excellent if the angle is right. Bring more ammo than you think you need, and keep checking your back, because other Raiders are often the real problem during this method.

Close-Range Options Without Jupiter

If you don't have Jupiter, you can still kill Turbine, but you'll need nerve and decent timing. Bettina works better than people expect, and Deadlines can hit hard if you get the chance to plant them. Wait for Turbine to land. When it does, it drops mines around itself to guard the yellow weak points underneath. The mines trigger at close range, but they're not usually what kills you. The real danger is wasting the landing window. Move in, shoot the yellow canisters, plant a Deadline if you can, then get out and break line of sight. Let it lose interest, then repeat the same move.

Attacks, Weak Spots, and Loot

Turbine mostly relies on two threats: homing lightning rockets and ground mines. The rockets are the scary part, since one hit can break strong shields and rip through health. The weak spots are the yellow canisters exposed when it lands, plus a top section that's harder to reach unless you use movement tools like Snap Hook or later gadgets. Its loot pool includes Advanced ARC Powercell, ARC Alloy, ARC Flex Rubber, ARC Motion Core, Launcher Ammo, and Turbine Compressor. The Compressor is the prize, since it's used for Avian Alarm progress and crafting Powered Descender, so planning your loadout through ARC Raiders Items buy can make repeated Turbine hunts less painful.

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