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:

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.

DistanceTravel Time (Rifle)Bullet DropLead on Running Target
50m~0.07sNegligible~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:

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:

PvE Prediction: ARC Mech Targeting

ARC mechs have different hitbox sizes and movement patterns than players. The prediction engine handles mech targeting with:

Configuration Settings

SettingRecommendedEffect
Prediction modeAutoAutomatically applies per-weapon profiles
Lead multiplier1.0xDefault — increase to 1.1x if shots land behind targets
Drop multiplier1.0xDefault — increase if shots land low at range
Prediction frames3-5Frames of movement data used for velocity calculation
Max prediction distance250mBeyond this, prediction becomes unreliable
Smoothing10-14Aim correction speed — higher = more natural

Troubleshooting Prediction Issues

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.