Why Hullcracker excels against flying ARC
The Hullcracker is a precision finisher built for punishing exposed weak points. Against flying ARC variants it stands out because:
High burst damage on single hits makes it ideal for crippling or killing exposed components.
Armor penetration lets you ignore some plating when you hit the right joints.
When combined with EMP or other disables, a Hullcracker shot often converts a stagger into a phase-ending kill.
Think of the Hullcracker as a scalpel: it doesn’t spray; it targets. Your job is to create the opening and then place the shot.
Core loadout and why it works
Primary weapon: Hullcracker Recommended mods: Overclocked Rounds, Stabilizer, Thermal Rounds Secondary: fast SMG or shotgun for close cleanup Grenade: EMP or Tether Consumables: Damage Booster, Shield Battery
Why these choices matter
Overclocked Rounds increases per-shot damage so each Hullcracker hit is more likely to finish a phase.
Stabilizer reduces recoil and improves follow-up accuracy on moving weak points.
Thermal Rounds help cut through ARC shields and increase effective damage on exposed joints.
EMP opens a short, reliable window to land a critical shot; Tether slows or pins the ARC for easier leading.
A fast secondary buys time during long reloads and handles adds so you don’t waste Hullcracker rounds.
Movement and positioning philosophy
Winning with Hullcracker is as much about where you stand as what you shoot.
Bait and kite: Let the ARC commit to an attack animation in open space so its movement becomes predictable.
Take the high ground when available. Height gives clearer sightlines and more time to track the ARC’s flight path.
Peek from cover: Fire from a protected angle, then duck to reload or reposition.
Force predictable paths: On narrow maps, funnel the ARC into lanes where its flight is constrained and weak points are easier to hit.
Practical movement tip When the ARC telegraphs a heavy attack, sidestep diagonally while lining up the weak point. This both avoids damage and sets up a clean Hullcracker shot.
Targeting weak points and timing
Primary weak points: head sockets, wing joints, undercarriage servos. Aim for these to maximize damage and trigger stagger states.
Timing windows
Windup shots: The ARC telegraphs heavy attacks with a distinct animation. Fire during the windup or immediately after an EMP to land critical damage.
Stagger follow-ups: If your shot staggers the ARC, be ready to follow up with a secondary or a second Hullcracker shot if the window is long enough.
Aim coaching Lead slightly on strafing targets. Hullcracker rounds are fast but not instant — practice leading by a small margin on moving drones and ARC test targets.
Team roles and synergy
A 3-star run is easiest when roles are clear. The Hullcracker player is the finisher; teammates create openings.
Disruptor: uses EMP or disabling abilities to stun the ARC for 2–4 seconds.
Kiter: draws fire and keeps the ARC oriented so the Hullcracker has a predictable path.
Support: clears adds, supplies Damage Boosters and Shield Batteries.
Choreography Call out “EMP now” and “Shot ready.” The disruptor times the disable, the kiter positions the ARC, and the Hullcracker player fires during the disable window. Communication reduces wasted shots and increases star consistency.
Consumable timing and economy
Consumables are limited; use them where they swing the run.
Damage Booster: pop before your Hullcracker shot sequence to maximize burst output.
Shield Battery: save for when you’re exposed after a shot or when the ARC telegraphs a heavy beam attack.
Ammo economy: Hullcracker reloads are long. Make each shot count — don’t waste rounds on armored plating unless you’re aiming for a weak point.
Rule of thumb: Treat consumables as force multipliers — use them on the ARC’s second or third phase when damage windows are shorter and stakes are higher.
Map-specific tactics
Below are practical adaptations for common Weekly Trials arenas. Identify two fallback positions before engaging.
Skybridge
Use vertical cover and railings to peek and fire.
Force the ARC to fly along the bridge span where movement is predictable.
Avoid getting cornered on narrow walkways — backtrack to the central span for room to kite.
Ruins
Funnel the ARC through choke points to constrain its flight.
Hide behind pillars to bait exposure of the undercarriage.
Clear alcoves quickly so the Hullcracker can focus.
Open Arena
Use the arena’s center to bait circular flight patterns.
Keep one teammate on add control to prevent interruptions during your shot windows.
Execution walkthrough: a sample 3-star run
Internalize this flow so it becomes second nature.
Pre-fight: Confirm roles and consumables. Call out “I’m Hullcracker, ready.”
Engage: Let the Kiter draw the ARC into open space. Support clears adds.
Disable: Disruptor throws EMP as the ARC begins a heavy attack windup.
Shot: Pop Damage Booster, take the Hullcracker shot aimed at head socket or wing joint, then immediately reload behind cover.
Follow-up: If staggered, switch to secondary to finish exposed components; if not, reposition and repeat.
Phase change: Reset to fallback position and re-evaluate weak points.
Finish: Save one consumable for the final phase; use it to secure the kill and the 3-star.
Mental checklist before each shot Is the weak point exposed? Is EMP active? Are adds under control?
Dealing with common problems
Missed Hullcracker shots Lead the target slightly; practice on strafing drones; use Stabilizer mod.
Shields soak shots Use Thermal Rounds or wait for shield break windows; coordinate EMP to disable shields.
Adds overwhelm the team Assign a support to clear adds; use area-control grenades; don’t attempt Hullcracker shots while swarmed.
Long reload vulnerability Take cover after each shot; carry a fast secondary to buy time; stagger the ARC with team abilities.
Comparison table: Hullcracker versus other finishers
| Attribute | Hullcracker | High RoF Rifle | Rocket Launcher |
|---|---|---|---|
| Burst damage | Very high | Medium | High |
| Reload speed | Slow | Fast | Medium |
| Weak point efficiency | Excellent | Good | Good |
| Ease vs moving targets | Moderate | High | Low |
| Team dependency | High | Medium | Medium |
Interpretation: Hullcracker is the top finisher for targeted weak-point damage but requires better aim and team coordination than high RoF options.
Quick stat table for decision-making
| Metric | Why it matters | Hullcracker value |
|---|---|---|
| Time to kill on exposed weak point | Determines phase speed | Very low |
| Shots per engagement | Affects ammo economy | Low (1–2) |
| Vulnerability window | How long you’re exposed after firing | High |
| Team dependency | How much you need teammates | High |
Use this to decide whether to run Hullcracker on a given map or with a given team.
Practice drills to improve consistency
Weak-point tracking: Practice on flying drones in the range. Focus on leading by small margins.
Windup timing: Watch ARC attack animations and fire during the windup.
EMP sync: Drill with a teammate to time EMP and Hullcracker shots until callouts are automatic.
Map runs: Do dry runs on Skybridge and Ruins to memorize fallback positions and choke points.
Daily routine: 10 minutes aim drills, 5 minutes timing practice, 5 minutes map positioning.
Advanced tricks and pro tips
Double-tap windows: If the ARC staggers but doesn’t die, a quick second Hullcracker shot timed with a Damage Booster can finish it before recovery.
Fake reload: Feign a reload to bait the ARC into a predictable attack, then pop out and shoot during its windup.
Grenade bait: Throw a tether to force the ARC into a slow arc, then take a long-range Hullcracker shot.
Phase stacking: Save your Damage Booster for the second phase when weak points are smaller but more vulnerable to burst.
Minimal-bullet tactical checklist
Confirm roles and consumables.
Identify two fallback positions.
Wait for EMP or disable window before firing.
Aim for head sockets and wing joints.
Use cover immediately after firing.
Save one consumable for the final phase.
FAQ
How many Hullcracker shots to kill a flying ARC Against exposed weak points with Damage Booster and Overclocked Rounds, one to two well-placed shots are often enough.
Is Hullcracker viable solo in Weekly Trials It’s possible but much harder. Hullcracker performs best with teammates handling EMP and adds. Solo runs require exceptional aim and conservative play.
What if the ARC keeps dodging Use tether or EMP to limit movement, practice leading shots, and switch to a high RoF secondary to chip shields until a weak point opens.
Should I always use Thermal Rounds Thermal Rounds are excellent vs shielded ARCs. If the trial has many shielded enemies, prioritize Thermal; otherwise, Overclocked Rounds gives raw damage.
When to use Damage Booster Use it for the critical Hullcracker shot window—typically during the ARC’s second phase or when multiple weak points are exposed.
Closing strategy and mindset
The Hullcracker is a high-skill, high-reward tool. It demands discipline: wait for the opening, coordinate with teammates, and make each shot count. With the loadout, movement, and team choreography above, you’ll convert more stagger windows into phase kills and push your Weekly Trials runs to consistent 3-star results.







