ARC Raiders Best Secondary Weapons — Pistols, SMGs & Melee Compared

Secondary Weapon Class Quick Reference
| Class | Weight | Best Range | Primary Pairing | Key Strength |
|---|---|---|---|---|
| High-Capacity Pistol | Very light | Short-medium | Any primary | Emergency backup; minimal weight cost |
| Compact SMG | Light-Moderate | Short | AR, precision rifle, shotgun | Decisive CQB; corners and doorways |
| Shotgun (as secondary) | Moderate | Very short | AR primary | Burst close-range damage; ambush response |
| Melee Weapon | Very light | Point-blank | Stealth-focused primary | Silent; preserves audio discipline |
Why the Secondary Slot Matters More Than Players Realize
The secondary weapon is the slot most players treat as an afterthought, and it's the slot that decides the most surprise fights. Your primary handles the engagements you plan for — the AR fights at medium range, the precision rifle holds long sightlines, the shotgun controls a held corner. The secondary handles the engagements you didn't plan for. The Raider who pushes you while you're reloading. The Crawler that closes the distance during your scope sequence. The doorway you rounded with a magnified scope when you needed a hipfire response.
Because surprise fights are by definition unscripted, the secondary's job is to be reliable rather than optimal. A heavy specialized secondary that you fumble during the swap costs more fights than a simple high-capacity pistol that swaps cleanly every time. Practice the swap keybind until it's muscle memory — fumbling the secondary at a corner is the most common preventable death in CQB.
Match the secondary to the range gap your primary leaves open. An AR primary covers medium range well but loses CQB to a faster-handling weapon — fill that gap with an SMG or shotgun. A precision rifle primary loses everything close, so its secondary should be the most flexible CQB weapon you can carry. A shotgun primary covers very short range but loses everything else — its secondary needs medium-range answer capability, which a compact SMG or even another AR can fill.
Pistol vs SMG vs Melee Head-to-Head
| Attribute | Pistol | SMG (compact) | Melee |
|---|---|---|---|
| Weight cost | Minimal | Light-moderate | Minimal |
| Effective range | Short-medium | Short | Point-blank |
| Damage per shot | Moderate | Low (high fire rate compensates) | High per swing |
| Reload speed | Fast | Moderate | N/A |
| Audio signature | Loud (suppressor often available) | Loud (suppressor often available) | Silent |
| Ammo cost / weight | Very low | Low-moderate | None |
| PvP CQB viability | Decent | Strong | Risky — requires perfect setup |
| PvE CQB viability | Decent | Strong | Niche — only versus solo soft ARC |
| Best for | Lightweight backup; any loadout | Active CQB tool; AR or sniper primaries | Stealth runs and noise discipline |
Verdict: For most players, a compact SMG is the highest-value secondary because it actively wins fights rather than serving as a passive backup. Pistols are the right pick when weight budget is tight or when your primary already handles CQB. Melee is a specialized choice for stealth-focused runs where the audio discipline matters more than raw damage output.
When to Run a Pistol Secondary
The pistol is the lightweight default. It costs almost nothing in weight or inventory, swaps quickly, and gives you a functional weapon when both primaries are dry or jammed. The classic mistake is dropping the pistol slot to save weight for one extra piece of loot — players who do this consistently regret it during extended firefights when reload timing leaves them defenseless mid-fight.
Choose a pistol secondary when your primary already handles CQB well (an SMG primary or a shotgun primary) and you don't need a second CQB weapon. The pistol's job in this configuration is pure emergency backup — it covers the rare scenario where your CQB primary runs dry or jams during a fight. The minimal weight cost means you sacrifice nothing for the insurance value.
Pistol mod priority is recoil reduction and suppressor (if available). The suppressor matters because pistol gunfire is a loud signature that travels widely, and a suppressed pistol can finish a wounded Raider without alerting nearby squads. Recoil reduction helps with follow-up shots in the emergency scenarios where the pistol matters most. Magazine extension is a third-priority mod — useful but rarely decisive in the role the pistol plays.
When to Run a Compact SMG Secondary
The compact SMG is the most actively useful secondary in ARC Raiders. Paired with an AR or precision rifle primary, it converts the loadout into a true all-range threat — the primary handles medium and long range, the SMG decisively wins CQB. Players who swap to the SMG before pushing a doorway, rounding a blind corner, or entering a tight indoor room consistently outperform players who try to do the same thing with an AR at hipfire.
The weight cost is the tradeoff. A compact SMG weighs more than a pistol and competes for inventory space with extra magazines or consumables. The compensation is that the SMG actively wins fights instead of passively backing up — across many runs, the SMG produces more kills, more extractions, and more loot than a pistol secondary in the same loadout. The currency value of those marginal wins typically exceeds the weight-budget cost.
Compact SMG mod priority is laser sight (improves hipfire precision when you peek without full ADS commit), extended magazine (gives you enough rounds to finish a fight without reloading), and ergonomic grip (faster ADS for the rare scope-up moment). Suppressor is situational — useful for stealth runs but increases weight in a slot already heavier than a pistol. Optic is generally not needed; iron sights or laser sight are sufficient at the SMG's effective range.
Secondary by Primary — Best Pairings
| Primary | Best Secondary | Why |
|---|---|---|
| Assault Rifle (red-dot, PvP) | Compact SMG | AR covers medium; SMG decisively wins CQB doorways and corners |
| Assault Rifle (scope, PvE) | Compact SMG or precision pistol | Scope obstructs CQB; SMG fills the gap; pistol if weight budget is tight |
| Precision Rifle / Sniper | Compact SMG | Sniper loses everything close; SMG is mandatory for any unplanned CQB |
| Compact SMG primary | High-capacity pistol | Primary handles CQB; pistol is lightweight emergency backup |
| Shotgun (CQB primary) | Compact SMG or precision pistol | Shotgun fails at medium range; secondary fills the gap |
Verdict: Most loadouts pair an AR or precision primary with a compact SMG secondary. SMG-primary or shotgun-primary loadouts pair best with a high-capacity pistol secondary because the CQB role is already covered. Match secondary to the range gap your primary leaves open rather than picking the same class as the primary.
Secondary Weapon Mod Priority
- Suppressor (if available) — biggest practical impact on secondary because secondary fire is usually emergency or finishing fire where stealth matters.
- Recoil reduction — keeps the burst on target when you swap under pressure.
- Extended magazine — gives you enough rounds to finish a fight without a reload that you don't have time for.
- Laser sight (SMG) — improves hipfire precision when peeking corners without full ADS.
- Ergonomic grip — faster ADS speed for the rare scope-up moment on SMG; helps swap speed indirectly.
- Optic — generally low priority on secondary; iron sights or laser sight cover SMG and pistol effective ranges.
Melee as a Niche Pick
Melee weapons occupy the most specialized secondary slot. Their advantage is silence — a melee kill produces no gunfire signature, no muzzle flash, and no nearby-squad alert. For stealth-focused runs where audio discipline matters more than raw damage output, a melee secondary is a powerful tool. Solo runs in tight indoor zones, where you might encounter a single soft ARC unit or a Raider mid-loot, are the textbook melee scenarios.
The cost is severe range and reliability limitations. Melee requires point-blank distance and exposes you to retaliation during the swing animation. Against an aware opponent, melee is a losing trade in nearly every scenario. Reserve melee for runs where the opponent is unaware (sleeping ARC patrol pattern, looting Raider) and the audio cost of gunfire is genuinely prohibitive. For routine play, the SMG and pistol secondaries outperform melee on most metrics.
If you commit to a melee secondary, plan the entire loadout around it. Stealth-focused primary (suppressed weapon if available), light armor for movement, crouch-walk discipline as the default movement mode, and audio gear to detect targets before they detect you. A melee secondary in a loud loadout is wasted — the audio discipline that makes melee worth running has to extend across the whole kit.
Common Secondary Weapon Mistakes
- Dropping the secondary slot to save inventory weight for one extra piece of loot — emergency scenarios cost more than the slot saves.
- Carrying a secondary of the same class as the primary — wastes the range coverage benefit a different class provides.
- Putting premium mods on the secondary while the primary is still under-modded — primary fire decides more fights than secondary fire.
- Treating the secondary as decorative — players who never practice the swap fail to use the secondary when it matters.
- Running melee without the rest of the stealth loadout — melee is a stealth specialty pick, not a general-purpose tool.
- Ignoring suppressor on the secondary — the silent finish from a suppressed pistol or SMG is one of the most valuable secondary capabilities.
- Carrying a heavy secondary that competes with primary weight — your primary should always be the heaviest weapon in the kit.
Frequently asked questions
What is the best secondary weapon for a sniper loadout?
A compact SMG, almost always. Sniper rifles lose every close-range fight, and an unplanned CQB engagement is a lost run for a sniper without a CQB secondary. The SMG fills the entire range gap a sniper leaves open — corners, doorways, indoor pushes, extraction approaches. A pistol secondary on a sniper loadout is a survivable choice but noticeably worse because the pistol can't decisively win the fights the sniper triggers when an aware enemy closes the distance.
Should I run two SMGs (primary and secondary)?
No, in most cases. Two SMGs gives you a redundant CQB setup with no medium-range answer. If the primary SMG runs dry, the secondary SMG fights the same battle slower. A more useful configuration is an AR primary with an SMG secondary — different range coverage with a complementary CQB option. The only scenario where dual SMGs makes sense is dedicated indoor residential routes where literally every engagement is CQB and you need redundant CQB capability without any other engagement type.
Is a shotgun a good secondary weapon?
Situationally. A shotgun secondary punishes Raiders who push around blind corners or hold doorways, but it competes for inventory weight with extra magazines and consumables, and it fails outside of very short range. The compact SMG is a more flexible secondary in most loadouts. Shotgun secondary works when paired with an AR primary specifically for defensive holds and ambush plays — niche use, but powerful in that niche.
Do secondary weapons need their own ammo type?
Yes — most secondaries use different ammo than primaries, which means inventory planning matters. Pistols often share ammo with SMGs (when both use pistol-caliber rounds), which simplifies your inventory. Mixing ammo types across primary and secondary increases the inventory complexity and the chance of running dry on one weapon while having full mags for another. Check ammo compatibility before committing to a primary/secondary pairing.
How much weight should the secondary cost in my loadout?
The secondary should always weigh less than the primary — usually significantly less. A high-capacity pistol weighs almost nothing. A compact SMG weighs roughly half a primary AR. A shotgun secondary approaches primary weight and should only be carried when your primary is unusually light. If your secondary weighs more than your primary, the loadout is misallocated — swap roles or rebuild the kit.
Is melee a viable secondary for solo players?
Only on dedicated stealth runs where audio discipline is the priority. Solo players generally benefit more from a compact SMG secondary because solo CQB fights are more frequent and have higher consequence than squad fights. A solo with a melee secondary in a loud loadout fights at a constant disadvantage. If you commit to melee as a solo, commit to the full stealth loadout — suppressed primary, light armor, crouch-walk discipline, audio gear. Half-measures don't work.
What mods should I prioritize on a secondary SMG?
Suppressor first (where available — silent finishing fire is the secondary's highest-value capability), laser sight second (improves hipfire precision when peeking without full ADS), extended magazine third (gives you enough rounds to finish a fight without reload). Skip the optic — iron sights or laser sight cover the SMG's effective range. Skip premium ergonomic grips unless the entire loadout is PvP-tuned. The secondary is supplementary; don't over-invest in mods that the primary already does better.
Sources & verification
Continue this guide path
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