Live Update 1.39.0 changes how ARC Raiders reads a gunfight. The headline shift is aimed squarely at the “rat” problem, where players who only shoot back at aggressors still got sorted toward more combat-heavy lobbies. Starting now, the game is testing a system where defending yourself carries no weight at all in how your playstyle is measured.
Quick answer: During this test, only fights you choose to start affect your playstyle estimate. Fighting back after another squad hits you first, including knocking them out, does not count against you.

What changed with Defensive PvP
Matchmaking builds a picture of how you like to play and pairs you with similar Raiders. Earlier updates already lowered the weight of self-defense compared to picking fights, following the direction set out in the Notes on The Matchmaking System. The most common request after that was to go all the way and drop Defensive PvP from the estimate entirely.
That is what this release does as a test. Reduced weight becomes zero weight. If another squad forces the engagement, everything you do to survive it stays off your record. Only aggression you initiate feeds into where you land in future rounds.
How the game decides who started the fight
The distinction between starting a fight and defending one comes down to who lands the first meaningful hit and how the encounter plays out. Here is how each factor is read.
| Factor | How it is judged |
|---|---|
| Who defends | If the other squad damages, downs, or knocks out any of your squadmates first, your whole squad counts as defending. The squad that strikes first started the fight. |
| How much it weighs | A long, damaging firefight with players downed weighs heavily. A stray hit or a brief exchange where the enemy flees still counts as starting a fight, but weighs far less. |
| Third-partying | Jumping into a fight already happening between two other squads counts as starting a fight. |
Note: because the whole squad is judged together, if a teammate takes the first hit, your entire trio or duo is treated as the defending side for that encounter.

The other matchmaking systems still running
Two earlier adjustments remain active alongside this test. Solo, Duo, and Trio rounds are tracked separately, so switching squad size moves you between the playstyle profiles you actually use for each. The matchmaking optimization tweaks from the previous patch are also still in place. Both are being watched over the coming weeks as the developers gather feedback and monitor how PvP develops.
Telemetry only shows part of the picture, so player input matters here. You can share how your matches feel through the official matchmaking survey.

Notable fixes and content in 1.39.0
Beyond matchmaking, the update clears up several gameplay and interface issues and adds a new store outfit.
| Area | Change |
|---|---|
| Gameplay | Seeker Grenade and Wolfpack Grenade no longer deal inconsistent damage. |
| Items | Trinkets added with the Converging Paths project now stack like other trinkets, with more consistent drops across maps. |
| Store | The new Dweller Outfit is available. |
| Map | Clipping, collision, and out-of-bounds fixes on Dam Battlegrounds and Buried City, including a Snap Hook exploit that let players leave the play area. |
| Projects UI | Related Projects are now grouped, projects unlock after playing 5 rounds, and completed stages can be reviewed after finishing. |
| Stability | Fixed a startup crash after the photosensitive warning screen and players getting stuck in the End of Round tunnel. |
A crossover with THE FINALS is also wrapping up. You have until July 30th at 3PM CEST to finish the required Contracts in THE FINALS and earn the Azimuth outfit and the Archaeologist Backpack bundle in ARC Raiders. After that, the promotion flips, and you will be able to earn the Azimuth bundle in THE FINALS by heading Topside.
Because the Defensive PvP change is a test, its behavior may be adjusted as the team reviews metrics and community feedback over the coming weeks. For now, the practical takeaway is simple. Shoot back as much as you need to when someone else opens fire, and the matchmaking system will treat those rounds as self-defense rather than aggression.






