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U4GM Guide: Where to Kill Turbine in ARC Raiders

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发表于 2026-6-9 13:51:01 | 显示全部楼层 |阅读模式
You'll usually meet Turbine after the raid has already warmed up, often somewhere around the 13 to 16 minute mark, though it's not guaranteed. If it doesn't show, don't waste the whole run chasing ghosts. Extract, reset, and try again. The fight itself isn't as messy as Matriarch or Queen, but Turbine can still delete you in seconds if you stand in the wrong place. Before going after it, make sure your kit is ready; some players would rather farm, craft, or buy ARC Raiders Items so they can bring proper armour-piercing weapons instead of gambling with weak gear.
Break the armour firstThe clean way to kill Turbine is simple on paper: strip its rotating armour plates, then hit the soft parts underneath. In practice, it's awkward because the plates keep moving and the boss rarely gives you a nice, calm shooting angle. High armour penetration matters more than almost anything here. Jupiter is the favourite for a reason, since it reaches far and punches through layers well. Bettina also works better than many players expect, and Equalizer can do the job if you're patient. Don't fight it in the open. Find a building, doorway, or hard cover, then peek after its lightning volley. Shoot, duck back in, reload, breathe, repeat.
Use distance if you want the safer killA lot of squads prefer to fight Turbine from long range, and honestly, it makes sense. Jupiter turns this from a panic fight into a shooting gallery, as long as you pick the right spot. Rooftops near Hotel Panorama Azzurro, high ground near Customs Houses, and the open sightlines around Azzurro Beach can all work. The trick is to shoot the furthest Turbine you can see. If you're too close, it'll notice you properly and start throwing lightning rockets your way. From far enough out, you can chip it down with less pressure, though you'll burn more ammo. Watch your back, because other Raiders love hearing boss shots.
Close range is risky, but it worksIf you don't have Jupiter, you're not locked out of the kill. You'll just need to play braver, or maybe dumber, depending on how the run is going. When Turbine lands, it drops mines around itself and exposes yellow canisters under its body. Those mines trigger at roughly ten metres and don't hit too hard, but they warn the machine and can ruin your timing. Bettina can damage the weaker armour around the canisters. Deadlines are even nastier if you can get close enough to plant them. The usual move is to wait for it to land near cover, rush in, place damage, then hide until it loses interest.
Attacks and loot worth knowingTurbine mainly threatens you with homing lightning rockets and ground mines. The rockets are the real problem. One burst can shred blue shields and eat a huge chunk of health, so don't try to tank them unless you're asking to be sent home early. Its loot pool includes Advanced ARC Powercell, ARC Alloy, ARC Flex Rubber, ARC Motion Core, Launcher Ammo, and Turbine Compressor. The Compressor is the special prize, used for the Avian Alarm project and the Powered Descender gadget. If you're stocking up through raids or looking for cheap ARC Raiders Items to round out your loadout, Turbine is worth learning because the fight becomes much easier once you stop treating it like a normal ARC.

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