Solo runs in ARC Raiders can feel like a joke right up until you're hauling decent loot and a three-stack decides you're their evening entertainment. That's when I stopped trying to outshoot them and started playing the map like it owes me money, including keeping an eye on ARC Raiders Items so I'm not caught extracting with a loadout that can't hold a doorway.
Pick a bot before the squad picks you
Most players treat Rocketeer ARCs like weather. Something to avoid. Don't. If you're heading toward an extraction area that's wide and flat, you actually want that bot awake and angry. The timing matters more than bravery. Let the squad commit to the push first, then step out and tag the Rocketeer hard so it locks on and starts its rocket routine. Now the squad has a second problem, and it's loud. Even good teams get messy when they're forced to move, flare, and call targets at the same time.
Make the lift do the work
Once the Rocketeer is throwing rockets, you don't go chasing kills. You go to the lift and you claim the inside. The lift isn't just "cover", it's a funnel with one main bite point. Hold the angle, keep your crosshair where their head has to appear, and let them walk into it. You'll notice something fast: squads don't push clean when explosions are landing around them. One guy hesitates, another over-swings, the third tries to hero-slide. That's how a 1v3 becomes three separate, scrappy 1v1s you can actually win.
Spend your ammo, not your life
People panic and dump mags at the first silhouette. Try not to. When you're alone, every reload is a little prayer you might not finish. Fire in short bursts, reset your aim, and listen for the telltale "two sets of footsteps" that means they're stacking the door. If you've got a throwable or anything that buys a half-second, use it to break their rhythm, not to "finish" someone you already downed. The Rocketeer is your pressure, the lift is your lock, and your job is just to keep the door toxic.
Shut the door like you mean it
Here's the bit that feels mean, but it's extraction, not a duel. If you've downed one and the others are trying to cover the crawl-in, don't get greedy. Watch the timer, watch the doorway, and when it's right, hit the close. I've seen a downed player drag themselves toward safety inch by inch, thinking their team bought them the ride, and the blast door just ends the whole argument. You lift out with your loot, they're outside with a bot that's still furious, and you're already thinking about how those ARC Raiders weapons in U4gm would feel with a few smart upgrades on the next run.