Arc Raiders uses a projectile-based weapon system where bullets have travel time and drop — meaning you can't simply point at an enemy and click. You need to lead moving targets and compensate for distance. TATE RAIDERS' prediction aimbot handles all of this automatically, calculating exact aim points for every weapon and distance in real-time. This deep dive explains how the prediction system works under the hood.
The Projectile Problem
Unlike hitscan games (Valorant, CS2) where bullets arrive instantly, Arc Raiders uses physical projectile simulation. Every bullet has:
- Muzzle velocity — how fast the bullet leaves the barrel (varies by weapon)
- Gravity coefficient — how quickly the bullet drops over distance
- Drag — air resistance that slows the bullet over distance
- Penetration — whether the projectile passes through light cover
At 50m, these factors are negligible. At 150m+, they dramatically affect where you need to aim. A standard rifle bullet at 200m requires aiming roughly 3-4 head-heights above the target and leading a running enemy by 1-2 body widths. TATE RAIDERS' prediction engine calculates this automatically.
How Prediction Aimbot Calculates Aim Points
The prediction engine uses three primary inputs to calculate the exact aim point:
1. Bullet Travel Time
For each weapon, the engine knows the exact muzzle velocity and drag coefficient. It calculates how long the bullet takes to reach the target at the current distance. This time value drives all other calculations.
2. Target Movement Vector
The engine reads the target's position across multiple game frames to determine their velocity (speed + direction). It then projects where the target will be when the bullet arrives — not where they are when you fire. This is the "leading" calculation.
3. Bullet Drop Compensation
Using the bullet's gravity coefficient and travel time, the engine calculates exactly how much the bullet will drop during flight. It raises the aim point vertically to compensate, ensuring the bullet arc intersects the target at the correct distance.
| Distance | Travel Time (Rifle) | Bullet Drop | Lead on Running Target |
|---|---|---|---|
| 50m | ~0.07s | Negligible | ~0.3m |
| 100m | ~0.15s | ~0.1m | ~0.7m |
| 150m | ~0.25s | ~0.3m | ~1.2m |
| 200m | ~0.38s | ~0.7m | ~1.8m |
| 300m | ~0.6s | ~1.8m | ~3.0m |
Weapon-Specific Prediction Profiles
TATE RAIDERS maintains individual prediction profiles for every Arc Raiders weapon because each has different projectile characteristics:
- Assault rifles: Moderate velocity, low drop — prediction is subtle but necessary beyond 100m
- Sniper rifles: High velocity, moderate drop — less lead required, more drop compensation at extreme range
- SMGs: Lower velocity, higher drop — significant prediction needed beyond 80m
- Shotguns: Pellet spread makes prediction less impactful — used for close range
- LMGs: Similar to assault rifles with slightly lower velocity
The engine automatically detects which weapon you're currently holding and applies the correct prediction profile. No manual switching required — swap weapons and the prediction adapts instantly.
Prediction Against Different Movement Types
Stationary targets are easy — no lead, just drop compensation. Moving targets are where the prediction engine earns its value:
- Straight-line running: Simple linear prediction — the engine projects the current velocity forward in time
- Strafing (A-D movement): The engine averages the movement direction over multiple frames to find the dominant heading
- Sprinting: Higher speed requires more lead — the engine detects sprint state and increases lead accordingly
- Jumping/falling: Vertical movement is factored into the prediction — the engine adds or subtracts from the vertical aim point
- Direction changes: The engine re-calculates prediction every frame, so sudden direction changes are captured within 1-2 frames (16-33ms)
PvE Prediction: ARC Mech Targeting
ARC mechs have different hitbox sizes and movement patterns than players. The prediction engine handles mech targeting with:
- Larger hitboxes: Less precision required — prediction focuses on center-mass rather than head
- Predictable pathing: Mechs follow patrol routes — prediction is extremely accurate against AI movement
- Weak point targeting: Prediction can aim for specific weak points on larger mechs for bonus damage
- Boss mechs: Slow-moving large targets — prediction primarily compensates for bullet drop at range
Configuration Settings
| Setting | Recommended | Effect |
|---|---|---|
| Prediction mode | Auto | Automatically applies per-weapon profiles |
| Lead multiplier | 1.0x | Default — increase to 1.1x if shots land behind targets |
| Drop multiplier | 1.0x | Default — increase if shots land low at range |
| Prediction frames | 3-5 | Frames of movement data used for velocity calculation |
| Max prediction distance | 250m | Beyond this, prediction becomes unreliable |
| Smoothing | 10-14 | Aim correction speed — higher = more natural |
Troubleshooting Prediction Issues
- Shots landing behind targets: Increase lead multiplier to 1.05-1.1x
- Shots landing below targets: Increase drop multiplier to 1.05-1.1x
- Prediction jittery on strafing targets: Increase prediction frames from 3 to 5 for smoother averaging
- Prediction too aggressive at close range: Set minimum prediction distance to 30m — inside this range, direct aim is more reliable
Bottom Line
Prediction aimbot is not optional in Arc Raiders — it's essential. The projectile system means manual aim requires constant mental calculations for lead and drop. TATE RAIDERS' prediction engine handles all of this automatically across every weapon, distance, and target movement type. Set prediction mode to auto, keep multipliers at 1.0x unless troubleshooting, and let the engine do the math. Get configured at the Arc Raiders product page.