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RSVSR Where to Deliver Field Crates Fast in ARC Raiders Trials
Quote from Rodrigo on March 28, 2026, 7:00 amWeekly Trials in ARC Raiders can get messy fast, and I'm not pretending I'm chasing a leaderboard slot. Most weeks I just want the 4,000 points for the 3-Star rewards, then I'm out—simple. If you're the same, it's worth learning the Deliver Carriables Trial and setting up around it, even down to what you're hauling and why; I ended up tweaking my runs after checking a few ARC Raiders Items lists and realising I was overpacking for no reason.
Why Deliver Carriables beats the other Trials
The nice thing is the scoring doesn't play mind games. In a normal daytime raid, every Field Crate you drop at a Field Depot is 500 points. That's already solid. The real trick is catching the 2x modifier. When it's active, each delivery jumps to 1,000. Four clean drops and you've basically punched your ticket to 4k. You'll notice people panic and start fighting over crates when the multiplier hits—don't. Just keep moving and play the boring, repeatable route.
Loadout that actually helps you finish the run
Go light. If your backpack's stuffed with "maybe useful" gear, you're going to feel it when you're sprinting between spawns. I usually bring 15–20 heals, plus Adrenaline Shots so I'm not jogging like I've got bricks in my pockets. A Snap Hook is the one "nice-to-have" I'd still recommend, because pulling a carriable to you saves time and keeps you from standing out in the open. If you don't want to risk kit, a Free Loadout works fine—your pace is slower, sure, but you're not here to win fights. You're here to deliver boxes and leave.
Map choice and a simple route that won't get you killed
Queue Dam Battleground if you can. It's loaded with Field Crate spawns, and the depots are easy to chain together. My loop is basic: hit a spawn cluster, grab whatever's there, then cut straight to the nearest depot instead of "just checking one more building." At the depot, walk up to the blue tray and interact—done. You get the Trial points right away, and the side benefit is the nearby loot container unlocking, which is a nice little bonus if you need supplies for the next run.
Squad play: split up, talk constantly
In a trio, the best scoring comes from not stacking. One player per zone, each doing their own grab-and-deliver, and the team score climbs fast. The downside is obvious: getting caught solo feels awful, and it happens. Keep comms tight, call out shots, and don't "hero" a fight when you're holding a crate—ditch it and live. If you want to keep the risk lower while still farming points, set a budget cap for what you'll bring in, and if you're shopping around for cheap Raiders weapons to make those throwaway runs painless, it helps to decide that before you queue so you're not second-guessing mid-raid.
Weekly Trials in ARC Raiders can get messy fast, and I'm not pretending I'm chasing a leaderboard slot. Most weeks I just want the 4,000 points for the 3-Star rewards, then I'm out—simple. If you're the same, it's worth learning the Deliver Carriables Trial and setting up around it, even down to what you're hauling and why; I ended up tweaking my runs after checking a few ARC Raiders Items lists and realising I was overpacking for no reason.
Why Deliver Carriables beats the other Trials
The nice thing is the scoring doesn't play mind games. In a normal daytime raid, every Field Crate you drop at a Field Depot is 500 points. That's already solid. The real trick is catching the 2x modifier. When it's active, each delivery jumps to 1,000. Four clean drops and you've basically punched your ticket to 4k. You'll notice people panic and start fighting over crates when the multiplier hits—don't. Just keep moving and play the boring, repeatable route.
Loadout that actually helps you finish the run
Go light. If your backpack's stuffed with "maybe useful" gear, you're going to feel it when you're sprinting between spawns. I usually bring 15–20 heals, plus Adrenaline Shots so I'm not jogging like I've got bricks in my pockets. A Snap Hook is the one "nice-to-have" I'd still recommend, because pulling a carriable to you saves time and keeps you from standing out in the open. If you don't want to risk kit, a Free Loadout works fine—your pace is slower, sure, but you're not here to win fights. You're here to deliver boxes and leave.
Map choice and a simple route that won't get you killed
Queue Dam Battleground if you can. It's loaded with Field Crate spawns, and the depots are easy to chain together. My loop is basic: hit a spawn cluster, grab whatever's there, then cut straight to the nearest depot instead of "just checking one more building." At the depot, walk up to the blue tray and interact—done. You get the Trial points right away, and the side benefit is the nearby loot container unlocking, which is a nice little bonus if you need supplies for the next run.
Squad play: split up, talk constantly
In a trio, the best scoring comes from not stacking. One player per zone, each doing their own grab-and-deliver, and the team score climbs fast. The downside is obvious: getting caught solo feels awful, and it happens. Keep comms tight, call out shots, and don't "hero" a fight when you're holding a crate—ditch it and live. If you want to keep the risk lower while still farming points, set a budget cap for what you'll bring in, and if you're shopping around for cheap Raiders weapons to make those throwaway runs painless, it helps to decide that before you queue so you're not second-guessing mid-raid.