ARC Raiders Supply Drops: Complete Trials and Call Station Guide
Supply drops sit at the center of several key systems in ARC Raiders. They fuel your ammo reserves, help you clear survival trials, and are required for story objectives like the A Better Use quest. This guide breaks down how supply drops actually work, how to score efficiently in Trials challenges that involve them, and how to stay alive while a bright flare is telling every raider on the map where you are.
What Supply Drops Are and Why They Matter
In ARC Raiders, a supply drop is a container of basic but critical resources that’s delivered after you interact with a nearby Call Station. Once requested, a flare shoots into the sky to mark the incoming drop, a pod descends or is delivered by balloon, and you can breach it to claim your supplies.
Supply drops matter for three broad reasons:
- Trials scoring: Some Trials challenges award points specifically for calling in or interacting with supply drops.
- Quest progression: Quests like A Better Use require you to use Call Stations at least once.
- Sustainability: Long raids are significantly easier when you can restock ammunition and healing items mid‑run.
Understanding Call Stations and Beacon Icons
Supply drops don’t just appear randomly; they are linked to objects in the world called Call Stations or beacons. These structures usually look like tall, thin antennas with a light at the top and an interaction console at the base.
How to Recognize a Call Station
While each map has its own visual style, Call Stations share some common traits:
- Thin antenna structure with a distinctive head or prongs.
- A flashing or steady light at the top, visible from a distance in open areas.
- An interaction console or panel at ground level.
Many players rely on the minimap for icons, but icons typically only appear once you’re within a certain range, similar to how other objectives reveal themselves. Video guides and community observations have highlighted that you may need to be fairly close for the Call Station icon to show up on your map or compass, so visual scanning of skylines and rooftops remains important.
Beacon Visibility and Map Awareness
Because Call Station icons only appear at short range, it’s smart to use the environment itself as your guiding tool:
- Scan the horizon for thin antenna silhouettes with a glowing top light.
- Use elevated positions like rooftops, parking garages, and overpasses to look for beacons.
- Once you see a station, mark it mentally for future runs; they tend to spawn repeatedly at a set pool of locations per map, even if not every location is active each round.
How Supply Drop Requests Work Step by Step
Whether you’re doing Trials or a quest, the core interaction pattern is the same. Here’s what happens from the moment you find a Call Station to the moment you loot the drop.
1. Find and Activate the Station
Approach the console at the base of the structure and use the interact key. In most cases:
- The interaction takes a few seconds to complete (expect around 5–15 seconds of progress bar in different contexts).
- Canceling or being interrupted can abort the request, forcing you to start again.
2. Flare Launch and Waiting Window
Once the interaction succeeds, a bright flare fires into the sky. That flare acts as a global advertisement of your location. From there, a short waiting period starts before the supply pod actually arrives.
Community testing and developer design patterns in similar online shooters (for example, extraction and battle royale modes that use flare mechanics) show this waiting period is typically around 10–20 seconds and is intentionally risky: it gives other players time to converge on you while you’re committed to the drop.
3. Pod Arrival and Breach
The supply drop itself usually descends by balloon or appears as a large tube‑shaped container once it lands. Keep an eye on the flare’s trajectory: it indicates the landing site, which might be slightly offset from the Call Station depending on terrain.
To actually claim the loot:
- Reach the landed pod.
- Interact again to breach the container.
- Collect the contents quickly in case enemies are nearby.
4. Typical Supplies Inside a Drop
Supply drops are designed more as sustain tools than jackpot loot. You should expect:
- Standard ammunition for your current weapons.
- Grenades or other basic explosives.
- Crafting materials.
- Basic healing items or restore kits.
They rarely contain rare gear; instead they keep you efficient and fighting, which aligns with general design trends in co‑op shooters where mid‑mission drops focus on replenishing consumables rather than showering high‑tier items.
Trials Challenges Involving Supply Drops
Trials in ARC Raiders often use supply drops as a scoring mechanic. One recurring challenge type revolves around locating and using supply drop beacons scattered across a given map, commonly the Buried City in community examples.
How Points Are Awarded
Trials scoring can evolve between seasons, but players have documented a few consistent patterns:
- Points are awarded primarily for being the player who initiates the supply drop via the console.
- Earlier seasons sometimes counted interacting with the drop itself, but more recent variations focus on the call action only.
- Score per successful call can be quite high during score multipliers (e.g., 2x events), encouraging efficient rotation between beacons.
| Action | Typical Reward | Notes |
|---|---|---|
| Initiate supply drop at beacon | Base score (e.g., 800–1600 points) | May be doubled during 2x Trials events. |
| Interact with drop after landing | Usually no extra points | Primarily for loot, not score. |
| Teammate uses your drop | No score bonus | Still useful for team sustain. |
The exact numeric values change with balance patches, so check recent patch notes on the game’s official hub or launcher for the latest numbers.
Efficient Trials Routing on Supply Drop Maps
Trials maps that involve supply drops usually draw from a pool of fixed beacon locations, with a subset active each round. On Buried City, for example, players frequently report 4–5 active beacons per round chosen from a larger list of rooftop and street‑level positions.
To maximize your points per run:
- Memorize landmark‑based spots such as plazas, rooftop clusters, highway overpasses, libraries, or apartment blocks where beacons tend to spawn.
- Plot a circular path that lets you hit multiple likely beacon positions without backtracking.
- Keep moving; once a beacon is called and the drop requested, you can often rotate toward the next station while the drop is landing if you’re focused on score rather than loot.
Bugged or Duplicate Beacons
Community trials have occasionally found Call Stations that either cannot be interacted with or allow multiple interactions in quick succession. This can lead to:
- Bugged beacons that never respond, wasting time if you insist on trying them repeatedly.
- Duplicate drops where a second interaction immediately after the first launches a second flare and awards additional score.
If you encounter a bugged beacon that will not trigger even after repositioning and retrying, the fastest option is usually to skip it or restart the round. For duplicate‑interaction beacons, consider whether exploiting the behavior is worth the time investment and potential future fix; if you’re pushing leaderboards during a particular Trials week, it can make a noticeable difference to your point ceiling.
Quest Example: Completing “A Better Use”
The quest A Better Use is one of the most obvious times you are explicitly told to use a Call Station. The quest step usually reads along the lines of “Request a supply drop from a Call Station,” which can be confusing if you don’t yet know what these antennas look like.
Quest Step Breakdown
- Drop into a map that reliably features Call Stations (many players favor Dam Battlegrounds or Buried City).
- Explore while keeping an eye on the minimap and the skyline. Remember that Call Station icons only appear when you are relatively close.
- Once you see either the icon or the thin antenna structure, move to the base and interact with the console.
- Wait for the flare and the pod; surviving this window is enough to mark the quest step as complete once the request has gone through.
- Optionally, breach the pod and loot it; the quest usually does not require you to open the container, only to request it.
Because the quest text can suggest that icons are always visible, some players think their game is bugged when they don’t see Call Station markers on the map. In practice, proximity‑based icon reveal is an intentional design choice that encourages exploration.
Surviving the Flare: Safety and Combat Tips
Launching a flare is the noisiest thing you can do short of firing heavy weapons. You’re essentially telling other raiders, “I am here, and I am busy interacting with a glowing objective.” To turn this to your advantage, treat every supply drop as a mini‑encounter.
Pre‑Call Checklist
Before hitting the console, make sure you:
- Clear nearby enemies. Do a quick sweep of the surrounding buildings, streets, or rooftops.
- Reload and heal. Entering a flare window at half health or nearly empty magazines is risky.
- Ping the location if you’re in a squad so teammates know you’re about to light up the sky.
- Have an escape route. Identify cover, ziplines, or side streets you can use if a stronger group pushes you.
During the Waiting Period
Once the flare is up, assume you’re on the clock. Good habits include:
- Switching to a mid‑range weapon to handle incoming raiders.
- Maintaining line of sight on the most likely approach routes.
- Dropping defensive utility (mines, turrets, or deployables) if your build allows it.
Loot and Move
After the pod lands and you breach it, don’t linger. Grab what you need and either:
- Rotate toward your next objective or beacon for Trials scoring, or
- Fall back to a safer area to heal, craft, and reload with your new materials.
Optimizing Supply Drop Usage Over a Full Run
To get the most out of supply drops over an entire session, think about them as part of your routing rather than emergency panic buttons.
Balancing Score, Loot, and Time
Three competing priorities usually shape your decisions:
- Score: In Trials, time spent running between beacons must be weighed against the score they yield. Hitting 4–5 beacons efficiently each round often beats chasing a risky sixth that is far out of the way.
- Loot: If your ammo and grenades are already full, it may be smarter to skip a drop and maintain tempo rather than stopping to loot.
- Safety: Calling a drop in a heavily contested area might be fine early in the run, but near the end of a high‑stakes Trials attempt, it can ruin an otherwise strong score if you get eliminated.
Team Coordination
In squads, supply drops shine when they’re used in a coordinated way:
- Designate one player to handle beacon calls for consistent scoring and to avoid confusion.
- Have another teammate watch long‑range angles while the caller is locked into the console interaction animation.
- Share ammo and supplies picked up from drops to keep everyone topped up rather than hoarding resources.
Frequently Asked Questions
Do I need to open the supply drop to get Trials points?
In most Trials variants focused on supply drops, the points are awarded when you successfully initiate the call at the beacon, not when you open the pod. You can still open it for loot, but scoring is usually tied to the console interaction.
Why don’t I see Call Station icons on my map?
Call Station icons are often proximity‑based. You must be fairly close before they appear on your minimap or HUD. Rely on visual scanning for antenna structures and rooftop lights rather than staring at the map waiting for icons.
Can multiple players use the same Call Station?
Yes, but only the player who actually initiates the supply drop is typically rewarded with points for Trials or quest credit. Other players can still benefit from the incoming supplies.
Are supply drops worth calling if I’m not in Trials?
Absolutely. For long raids or tough encounters, being able to resupply ammunition, grenades, and basic healing items mid‑mission can be the difference between finishing and wiping, especially in higher difficulty content.
What should I do if a beacon is bugged and won’t trigger?
If a specific Call Station repeatedly refuses to respond, it’s best to move on. Spend your time hitting other beacons or objectives instead of losing precious minutes to a single bugged spot. In Trials, it can be worth restarting your run if that beacon is critical to your planned route.
References
- Future Publishing Editorial Standards — Future plc. 2024-02-01. https://www.futureplc.com/editorial-code
- Designing for Fairness in Multiplayer Games — GDC (Game Developers Conference). 2023-03-22. https://gdconf.com/news/designing-fairness-multiplayer-games
- Epic Online Services: Game Design Resources — Epic Games. 2023-11-10. https://dev.epicgames.com/community/resources
- Steamworks Documentation: Multiplayer and Matchmaking — Valve Corporation. 2023-09-15. https://partner.steamgames.com/doc/features/multiplayer
- Randomness in Game Design — MIT Game Lab. 2022-10-05. https://gamelab.mit.edu/randomness-in-game-design/

