Quantcast

Jump to content

» «
Photo

[Guide] PV choice in Doomsday Heist missions

15 replies to this topic
Mattoropael
  • Mattoropael

    Proud Killer of Rate The Car Above You

  • Members
  • Joined: 11 May 2008
  • Unknown

#1

Posted 17 December 2017 - 03:57 PM Edited by Mattoropael, A week ago.

Note: This post is based on my personal experience, it is by no means the one truth that you must follow. Discussion and counter-suggestions are encouraged.

 

 

Overview

 

There are several PVs that stand out among the crowd that you really should own if you want your Doomsday Heists to go smoother and generally be a bit easier (or at least have one of your teammates bring one), some that are beneficial but not necessary, and a few that like the old heists are banned from being used in these missions.

 

"You really should get one":

  • Insurgent Pickup Custom: Highly explosive-resistant (a lot of enemy choppers do shoot explosives at you), a decent turret gun that shreds things fast, have good elevation to use against choppers and give reasonable bullet protection to its users, as well as decent speed (unlike the Half-track). Use Medium Armor to give the gunner frontal protection (his back is covered by the hatch) and allow the other occupants to shoot. You should probably stick to the default .50 HMG for its higher DPS.

  • Kuruma (Armored): Not quite what it used to be since there are explosive-happy choppers in many missions, but still very useful in a lot of them. Your pistol/SMG ammo bill will be large.

  • Akula: Not usable in actual setup and finale missions, but very useful if your group doesn't pay to skip the freeroam prep missions. The stealth feature hides you (and your group if they ride along) from other players in session, including the dreaded "kill me pls" crate blip if the heist prep item is player-carried instead of a vehicle. It can also be used to escape wanted levels easily (turning on stealth forcibly downgrades your wanted level to 2 stars, which is braindead-easy for helicopters), help your ground team escape cops easier (you won't attract higher-star cops if you use stealth to break the increased wanted levels from killing cops), can be used as a stealth escort against any potential griefers, and if nothing else can be used like a Savage without a death cannon.

"You'll probably want one":

  • Weaponized Tampa: A more offensive alternative to the Kuruma that is useful in some missions. While you are virtually unprotected, the dual minigun turret kills fast and can ragdoll a crowd of enemy infantry easily even if you don't kill them. Just use some caution. Armor plate option is purely cosmetic and you can use whatever the hell you like most.

"If you have one, you may consider using it":

  • Vigilante: You might be thinking, "Are you f*cking mad, Matto? This is useless overpriced crap!" But there are so many missions where the only use you'll get out of your PV is to drive to a destination peacefully, you may as well grab the fastest land vehicle (You do need to use its boost as often as you can manage for it to have this title though). Its Ruiner-type missiles are also useful in Act 1 Finale and a few missions.

  • Half-track: Well-protected (Insurgent-grade explosive resistance, BP front and back with Medium armor, gunner frontal protection with quad 20mm cannons), well-armed (the 20mm cannons pack some serious punch, with decent elevation as well), but severely lacking in speed. You can substitute any recommendations to bring Insurgent Pickup Custom below with this (but not vice versa if I named the Half-track specifically) except Rescue ULP in Act 2, if you don't mind the speed.

Not even usable: (Note: They are usable in the freeroam preps, but generally don't offer substantial-enough advantage to warrant a purchase)

  • Khanjali, APC: Apparently they don't want you to bring tank-type vehicles into heists. I wonder why because GTAO is positively "Saints Row without the good music" at this point.

  • All Personal Aircraft: Flying is prohibited.

  • Oppressor, Deluxo, Stromberg: Flying is prohibited, even if you're technically a land vehicle. Boats and submarines aren't allowed either (so the APC is probably a double-no to Rockstar's rules).

  • Chernobog, RCV: ... Why would anyone even consider using them anyway?

  • All Import/Export Special Vehicles, Anti-Aircraft Trailer: Because they aren't proper PVs. And they suck for heists anyway (and in general for most of them).

  • All non-Personal vehicles: This includes all Pegasus vehicles, the MOC and the Avenger. If you're familiar with heists you should know the deal. Hell, it's even true for contact missions if you don't count Pegasus.

  • Proximity Mine upgrade for any eligible vehicle: They're freeroam only.

 

 

Breakdown by missions (Preps not covered)

 

Personal recommendations for vehicles to use in specific missions, along with rationale and some suggestions on tactics. Note that all recommendations are made with a full 4-player team in mind.

 

Act 1

 

Dead Courier

  • Paramedics: N/A - No access to PV

  • Recovery: Kuruma (Armored), Weaponized Tampa, Vigilante - PV usable for combat, but no explosive enemies.

Signal Intercept

  • All: Vigilante (or your fastest PV) - No PV combat

Server Farm

  • All: N/A - No access to PV

Finale: The Data Breaches

  • All: Vigilante (or your fastest PV) - Token combat at the entrance, Vigilante recommended for both speed and easy clearing with Ruiner missiles.

 

 

Act 2

 

Avenger

  • All: Vigilante (or your fastest PV) - No PV combat

Rescue ULP

  • Ground Team: Literally anything - Minimal PV combat on entry, leave things to Lookout team in their Insurgent Pickup, or bring yours if they don't have one. Bringing a fast PV doesn't really help since you should wait for the Lookout team anyway. After you're done you should regroup with the Lookout team and use the Insurgent to escape, since it has enough room inside for everyone, including ULP.

  • Lookout: Insurgent Pickup Custom - Ignore the objective to climb tower. Defend the entrance with your Insurgent, look out for Buzzards which will occasionally fire missiles at you (but don't worry too much, you can take 27 of them and they don't fire missiles aggressively), and move around a bit if either of you are close to death.

  • Half-track not recommended due to inadequate gunner protection against omni-directional enemy spawns, lack of passenger capacity and poor speed for the escape.

Salvage Hard Drives

  • All: N/A - No access to PV

Submarine Recon

  • All: N/A - No access to PV

Finale: The Bogdan Problem

  • All: Vigilante (or your fastest PV) - No PV combat, speed is crucial for Elite Challenge (Note: Call your desired PV out before starting the mission, Air Support team doesn't get to choose in the outfit selection screen)

 

 

Act 3

 

Rescue Agent 14

  • All: At least one Kuruma (Armored) or Half-track, optionally bring Weaponized Tampa - One Kuruma or Half-track is needed to tank bullets during escape (you might want to avoid tanking the Juggernauts with a Kuruma though). Don't bother driving the Half-track all the way there, just suicide after you see the Juggernaut cutscene and quick restart (if you're doing CMM, call through interaction menu near the entrance before you enter).

  • Mind where you park your vehicles before you reach Agent 14's container. You're removed from them after the Juggernaut cutscene, and might destroy them if you fight the Juggernauts with explosives.

  • Learn the Juggernaut spawn patterns. Four more Juggernauts spawn to the south of the dock immediately after you kill the three from the cutscene. Two Juggernauts spawn in the south after you enter the building on your way to the Akulas, and two more will spawn in the open area to the north where the Akulas are parked once you enter. There are boxes in the open area that you can park your Tampa behind and safely gun down the Juggernauts, or you can simply tank the hits with a Half-track.

Escort ULP

  • All: At least one Insurgent Pickup Custom, optionally bring Weaponized Tampa, Kuruma (Armored) or Vigilante - The Insurgent is the star here and you should have at least one with you (since the Chernobog is not that good at its supposed job).

  • Use the Kuruma/Tampa/Vigilante only during the initial ambush at the construction site and on the way to the first Chernobog setup site if you bring them, the swarms of Valkyries that chase ULP and the Chernobog will shoot explosive rounds at you and you will die if you take about 3 shots in those.

Barrage

  • All: Insurgent Pickup Custom - You can save some explosive sniper bullets by shooting the air convoy with the gun. Also pretty useful to have an extra gun instead of the useless rear grenade launcher of the Barrage in the chase sequence and when assaulting Sandy Shores Airfield.

  • Vigilante is also usable, but won't be able to shoot the convoy, and you carry some risk of getting killed by the Valkyries' main gun. The Valkyrie spawn frequency and quantity is way lower than Escort ULP, so you should be pretty safe as long as you kill them fast (which should be easy since they fly lower here). It will also make the Sandy Shores Airfield assault stupidly easy.

Khanjali

  • All: Kuruma (Armored), Weaponized Tampa, Vigilante - PV usable for combat, but no explosive enemies. (Only until you enter the tank)

  • Insurgent Pickup Custom should be usable if you want an extra MG with good elevation as escort to the Khanjali? I forgot if the mission proceeds normally without everyone in the tank.

Air Defenses

  • All: Vigilante (or your fastest PV) - No PV combat

Finale: The Doomsday Scenario

  • All: Vigilante (or your fastest PV) - No PV combat

  • Extra: Choosing the Khanjali over the Barrage makes the finale marginally easier, as you can slaughter the first batch of Juggernauts at the end of the vehicle trip without even trying.

  • Hazzardtohimself, Mastah, Gaffa™ and 13 others like this

oleg_aka_djmeg
  • oleg_aka_djmeg

    ‏ ‏

  • Members
  • Joined: 20 Mar 2014
  • Russia

#2

Posted A week ago Edited by oleg_aka_djmeg, A week ago.

rescue ulp - kuruma (block the path to the foundry, lookout team can go in the foundry and camp in the first corridor (no insurgent needed), for quick delivery vigilante or viseris/811.
escort ulp - kuruma/vigilante for clearing the area, then chernobog is okay because ulp is a slowpoke anyway (it's just that i've never done it with half track tbh).
khanjali - vigilante from my experience is better because some enemies hide in "little hard to reach places" and it's can be frustrating trying to take them out from a kuruma.

preps - backwards deluxo with rockets for everything other than air defenses
  • Mattoropael, joel15cat and mrgstrings like this

joel15cat
  • joel15cat

    You are becoming hysterical

  • Members
  • Joined: 25 Aug 2013
  • European-Union

#3

Posted A week ago Edited by joel15cat, A week ago.

Rescue Agent 14

 

Vigilante high recommended. And maybe one half-track for the player who spamws with Agent 14.

 

 

More or less I think of the same ones you say, but I only recommended use Vigilante, Insurgent Pick-Up and Half-Track, as I say in my guide (in Spanish):

 

http://www.3djuegos....l-juicio-final/

  • Mattoropael and Jimbatron like this

Jimbatron
  • Jimbatron

    Big Homie

  • Members
  • Joined: 08 Jan 2009
  • United-Kingdom
  • Most Helpful GTA Topic 2017 [The Lone Wolf's Guide to Making Money and Research]

#4

Posted A week ago Edited by Jimbatron, A week ago.

Excellent summary, agree almost completely.

I would add:

For rescue ULP I favour two insurgents specifically with a four man team - because you need space for 5 on the way back. You can also park the one for the ground team right by the door for an easy escape as they exit, leaving the lookout team free to move around a bit more if they need to.

For Barrage I prefer the Kuruma for clearing out Sandyshores airfield hangar due to the extra bullet protection - one the barrage takes out the plane, boxville and helicopter from a safe distance.
  • joel15cat likes this

KWF1981
  • KWF1981

    Gangsta

  • Members
  • Joined: 09 Apr 2016
  • England

#5

Posted A week ago

Na...

 

You just need me and my Carbine, lol.

 

Jk. Cool guide there, I certainly grew to appreciate my Nightshark and the Vigilante has shown me it's very handy indeed. Once things are known and a player gets comfortable on these jobs, it's also great to use other toys too, like a Half-Track. Don't get me wrong, slow as hell. But fun to mix things up once money and unlocks are checked off the list, you know?

 

Do love my weaponised Tampa too, that's a very handy tool for me on the older heists too. (Big ammo saver, lol).

  • Jimbatron and StangOne50 like this

StangOne50
  • StangOne50

    BEASTMODE

  • Members
  • Joined: 10 May 2013
  • United-States

#6

Posted A week ago

The vigilante is my goto vehicle, especially in act 3. It makes really quick work of all the enemies in barrage, kanjali and escort ulp.

In barrage its pretty easy to take the barrage to the airfield then once there request your vigilante to kill everyone on the airfield.

Other than that its just great for its speed and getting to locations quickly.

The only one I could think of where a vehicle other than the vigilante would be useful is rescue ulp where an insurgent comes in handy for a smooth getaway like jimbatron said, and maybe escort ulp I would still bring a vigilante and an insurgent for the second half of that mission, just so the 2 guys not in the truck can easily stay alive till its complete.

  • Jimbatron likes this

Piro
  • Piro

    Pilot // The Lazlow Show fan

  • Members
  • Joined: 05 Sep 2016
  • None
  • Next DLC Thread Page 3000 Winner
    Next DLC Thread Page 3000 Photoshop Winner

#7

Posted A week ago

Here's a rly small tip for freeroam prep with Riot Van:

if it happens to spawn next to prison you can call Bombushka and store the van inside of it (interaction menu-vehicles-open doors)

It's useful for that mission since personal aircrafts happen to spawn rly close to prison as well.
  • Jimbatron likes this

Ezekeil2Ofive17
  • Ezekeil2Ofive17

    "I do what I do best, I take scores"

  • Members
  • Joined: 13 Mar 2015
  • United-Kingdom

#8

Posted A week ago Edited by Ezekeil2Ofive17, A week ago.

So I had someone join my rescue ulp with a halftrack.......he died 6 times, killed by buzzard missiles, then killed again when he respawned on the water tower, this guy was obviously a stubborn time wasting idiot, but every time time I've done it my way, with an insurgent, I've never even been hit by a missile.

 

Park here (small gifs)

 

Spoiler

The barricade, or perhaps the pipes seems to throw them as they only ever hit the side of the building and it can hold 5+ people, although I've never tried it, I think ulp would be fine in the back, he can take rpgs

 

As for the barrage set up, definitely a kuruma, bring a insurgent if you want it to deal with the attack choppers, but the best option is to let the target fly over, drive the kuruma, rally style, out the back, then bring down the target nearer the airstrip, to cut off road and eliminate the whole helicopter chase bit

Spoiler

Not bought a vigilante, might if it's on sale, is it rocket proof? Can passengers shoot pistols?

 

Great thread!

 

Edit - you don't need a pv on escort ulp, it's a 2 man job, when you stop after the tunnel, park with the left side against the barrier and they wont be able to damage you

 

pic

Spoiler

 

If you have 3rd ,4th, players leave them in a kuruma (far away) for maximum protection 


joel15cat
  • joel15cat

    You are becoming hysterical

  • Members
  • Joined: 25 Aug 2013
  • European-Union

#9

Posted A week ago

So I had someone join my rescue ulp with a halftrack.......he died 6 times, killed by buzzard missiles, then killed again when he respawned on the water tower, this guy was obviously a stubborn time wasting idiot, but every time time I've done it my way, with an insurgent, I've never even been hit by a missile.
 
Park here
 

The barricade, or perhaps the pipes seems to throw them as they only ever hit the side of the building and it can 5+ people, leaving ulp on the back won't get him killed, but he can fall off! 
 
As for the barrage set up, definitely a kuruma, bring a insurgent if you want it to deal with the attack choppers, but the best option is to let the target fly over, drive the kuruma, rally style, out the back, then bring down the target nearer the airstrip, to cut off road and eliminate the whole helicopter chase bit
[spoiler]
WehS7AH.gif
[spoiler/]
Not bought a vigilante, might if it's on sale, is it rocket proof? Can passengers shoot pistols?
 
Great thread!


^On missions can survive 1 explosion. Vigilante is perfect for Barrage mission.
Well, in fact it is perfect for most missions.
  • Jimbatron likes this

Rashkovskys Shiv
  • Rashkovskys Shiv

    Thug

  • Members
  • Joined: 19 Jul 2015
  • United-States

#10

Posted A week ago

The Vigilante is the only vehicle worth using for most of the setups.

Even better if another player brings theirs too.

It's fast, wrecks Npcs close or far,it's missiles fly over and behind cover.

The only setup I don't use it on is rescue ULP, where I just climb the tower and kill the bad guys and choppers.There is no need for any vehicle in rescue ULP,unless you are a low level or random who is not good at PVE.

The Kuruma is good until it faces Helicopter rockets or Valkyrie explosive rounds.

Half track and Insurgent custom or ok, but slow and require you moving from one point to another.

The Tampa and Nightshark are a little faster but are useless against a crowd of accurate rapid fire Npcs who will shoot you dead in seconds.

I have all the above named vehicles and more and I play heists almost exclusively.

The Vigilante is by far the best.
  • StangOne50 and joel15cat like this

StangOne50
  • StangOne50

    BEASTMODE

  • Members
  • Joined: 10 May 2013
  • United-States

#11

Posted A week ago Edited by StangOne50, A week ago.

 

So I had someone join my rescue ulp with a halftrack.......he died 6 times, killed by buzzard missiles, then killed again when he respawned on the water tower, this guy was obviously a stubborn time wasting idiot, but every time time I've done it my way, with an insurgent, I've never even been hit by a missile.
 


^On missions can survive 1 explosion. Vigilante is perfect for Barrage mission.
Well, in fact it is perfect for most missions.

 

What else that is great about it is that it can survive many of its own explosions as well(which is great for jobs like kanjali and escort ulp where there are many enemies in a small area), unlike in free roam where you can blow yourself up in one shot.

In escort ulp its really only a 2 player job. The other 2 can just take the ramp buggies and go dickin around while the 2 in the truck get it done.

Many times in rescue ulp I have just stolen one of the night sharks laying around to escape so I would even say other than the 2 jobs I mentioned earlier the vigilante is the only vehicle you really need for these heists.

  • joel15cat likes this

Jimbatron
  • Jimbatron

    Big Homie

  • Members
  • Joined: 08 Jan 2009
  • United-Kingdom
  • Most Helpful GTA Topic 2017 [The Lone Wolf's Guide to Making Money and Research]

#12

Posted A week ago

The only setup I don't use it on is rescue ULP, where I just climb the tower and kill the bad guys and choppers.There is no need for any vehicle in rescue ULP,unless you are a low level or random who is not good at PVE.

 

Disagree with this on a lot of levels. It sounds like a typical "I'm Mr Big Balls who can waltz it all only using a pistol" statement.

 

This mission is tackled much more effectively if your look-out team is on the ground in a weaponsised vehicle. Apart from anything else, you're all ready to go the moment ULP exits the building which saves time. That's my preferred method by far, I don't believe in making it harder than it has to be. I don't think it makes me, or anyone else who does so "a low level random who is not good at PVE" as you seem to suggest.

  • Mattoropael, joel15cat, Ezekeil2Ofive17 and 1 other like this

Rashkovskys Shiv
  • Rashkovskys Shiv

    Thug

  • Members
  • Joined: 19 Jul 2015
  • United-States

#13

Posted A week ago

The only setup I don't use it on is rescue ULP, where I just climb the tower and kill the bad guys and choppers.There is no need for any vehicle in rescue ULP,unless you are a low level or random who is not good at PVE.

 
Disagree with this on a lot of levels. It sounds like a typical "I'm Mr Big Balls who can waltz it all only using a pistol" statement.
 
This mission is tackled much more effectively if your look-out team is on the ground in a weaponsised vehicle. Apart from anything else, you're all ready to go the moment ULP exits the building which saves time. That's my preferred method by far, I don't believe in making it harder than it has to be. I don't think it makes me, or anyone else who does so "a low level random who is not good at PVE" as you seem to suggest.

Not really.
Having done it numerous times,I've seen the lookout team guys die in a Halftrack, Kuruma, Tampa and Insurgent custom, probably because they got swamped by the goons outside.

I have done the lookout several times with no vehicle.

Look out for the 3 choppers and minigun them.
Take out as many on the ground as you can and look out for one guy who sometimes climbs up to your perch.

There already are a couple of Nightsharks and one single Insurgent pickup that will be there when the foundry team exit with ULP.
The Nightsharks are left over from the dead enemies and the Insurgent pickup spawns at the bottom of the tower ladder steps.

Mattoropael
  • Mattoropael

    Proud Killer of Rate The Car Above You

  • Members
  • Joined: 11 May 2008
  • Unknown

#14

Posted A week ago

Excellent summary, agree almost completely.

I would add:

For rescue ULP I favour two insurgents specifically with a four man team - because you need space for 5 on the way back. You can also park the one for the ground team right by the door for an easy escape as they exit, leaving the lookout team free to move around a bit more if they need to.
 

[...]

 

The Insurgent Pickup has enough room inside for 5 if you count the turret as "inside".

  • Jimbatron likes this

Shadowfennekin
  • Shadowfennekin

    Proud Saints Row and Pokemon Fanboy

  • Members
  • Joined: 23 Oct 2013
  • United-States

#15

Posted A week ago

It's a LOT easier if you have Vigilante as your constant Heist vehicle..... especially if you own a lot, cause then it's not worth going through that massive list at all.

The Vigilante offers better protection than the Kuruma against juggernauts for instance, and the rockets are very helpful in killing them. It's how I kill the juggernauts. And you pretty much don't risk killing your objective by blind firing missiles, so you can conserve on ammo costs by rocket spamming.... and also prevent deaths too, so win-win.

 

I haven't actually used the Vigilante on the old Heists yet.... 

  • joel15cat likes this

Jimbatron
  • Jimbatron

    Big Homie

  • Members
  • Joined: 08 Jan 2009
  • United-Kingdom
  • Most Helpful GTA Topic 2017 [The Lone Wolf's Guide to Making Money and Research]

#16

Posted A week ago Edited by Jimbatron, A week ago.

Not really.
Having done it numerous times,I've seen the lookout team guys die in a Halftrack, Kuruma, Tampa and Insurgent custom, probably because they got swamped by the goons outside.
I have done the lookout several times with no vehicle.
Look out for the 3 choppers and minigun them.
Take out as many on the ground as you can and look out for one guy who sometimes climbs up to your perch.
There already are a couple of Nightsharks and one single Insurgent pickup that will be there when the foundry team exit with ULP.
The Nightsharks are left over from the dead enemies and the Insurgent pickup spawns at the bottom of the tower ladder steps.

I would agree to the extent that in 2 player I have done it on foot because if you use and insurgent you can't both move and shoot which I don't like. But if you park it in the right place it's still viable.

With two people as lookouts there is no question in my mind the insurgent pickup custom is the best vehicle for the job. Sure a couple of noobs in it will die. But if the driver moves when necessary to avoid being swamped, and the gunner ducks inside to recover health temporarily if necessary, it is the least risky way to do it. There also the saving in ammo costs to consider.

It's a bit like doing the Pac Std finale with randoms. I've done it many times without a combat suit but I'll always take one if I have the option. I've seen quite a few high ranks declare confidently they don't need one. 90% of the time it's that player who dies and often quits out of embarrassment. At which point you have to ask, who is the noob?

  

The Insurgent Pickup has enough room inside for 5 if you count the turret as "inside".

Agreed, but I believe you can't duck inside then, right? In my experience that can be a life saver. I also like the flexibility that the lookout team can roam and mop up threats while the second insurgent is right by the door for the ground team to book as soon as they exit with ULP.

Certainly for a CMM run I would take 2, but I'd agree if less is a stake the difference is marginal enough maybe not to worry.
  • Mattoropael, Ezekeil2Ofive17 and KWF1981 like this




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users