Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Forum Support

    3. Suggestions

GTAForums does NOT endorse or allow any kind of GTA Online modding, mod menus, tools or account selling/hacking. Do NOT post them here or advertise them, as per the forum rules.

Business Knowledge Base - Gun Running


CaliMeatWagon
 Share

Recommended Posts

^ But you're in a sh*tty position for getting into the city or into an aircraft.

Link to comment
Share on other sites

Pretty sure this is as good as it gets.

 

gta_gunrunning_best_bunker_business_loca

 

I'm raking the cash in fast up there.

It's pretty sweet. I have my bunker in the oilfield. It's awesome. And i don't have my clubhouse in the desert because i don't need it. But it's awesome to have my bunker right between coke and counterfeit(the only two i'm running now) and the garage shown for my Gunrunning vehicles.

 

EDIT: Now that we have this map out i have a potentially embarassing question. That shop across the street from the counterfeit cash business....has that always been there?

Edited by brahmabull
Link to comment
Share on other sites

Sentinel Driver

I can confirm that research progresses even in invite only!

  • Like 3
Link to comment
Share on other sites

^ But you're in a sh*tty position for getting into the city or into an aircraft.

There's a shortcut by using a dry river bed, so it's basicly a straight drive from Arcadius to the north and vica versa...

 

You can use the buzzard (or a bike if mc) to get to Sandy Shores Airstrip really fast, it's still relatively nearby...

 

And the traintracks offer a shortcut to Paleto Bay. The highway east of the map is a fast straight drive and the highway west of the map is also an easy drive...

 

And the Pegasus cars spawn nearby...

 

There's also another garage, a two car one, really nearby. Just north of the meth lab, next to the gasstation...

 

Bunker Route 68 is the best locatiom for me!

Edited by jamsroob
Link to comment
Share on other sites

EDIT: Now that we have this map out i have a potentially embarassing question. That shop across the street from the counterfeit cash business....has that always been there?

Yes, it always been there.

 

 

Back to gunrunning!

Anyone notice certain supply missions give exact 1 or 2 bars of supplies?

 

Mission that give one bar, the one that you can pick up crate on foot, and end up driving any of your own vehicle to escape including the Railgun mission (I thought this give 2 since the length you have to go through but I'm a lone wolf).

 

Missions that give 2 bars, missions that make you drive other vehicle to your bunker, such as:

Get Rhino Tank

Eliminate rivals (note: This mission spawn paper mache Kuruma for the second part that can be blown in 1/2 clip of AP pistol)

Rusty Youga

 

EDIT: Jimbatron's table posted on page 19 back this up. (Somehow I missed this post)

EDIT 2: Should've note that I've done my supply missions in solo.

Edited by Shwez
  • Like 2
Link to comment
Share on other sites

Lazysunday88

 

EDIT: Now that we have this map out i have a potentially embarassing question. That shop across the street from the counterfeit cash business....has that always been there?

Yes, it always been there.

 

 

Back to gunrunning!

Anyone notice certain supply missions give exact 1 or 2 bars of supplies?

 

Mission that give one bar, the one that you can pick up crate on foot, and end up driving any of your own vehicle to escape including the Railgun mission (I thought this give 2 since the length you have to go through but I'm a lone wolf).

 

Missions that give 2 bars, missions that make you drive other vehicle to your bunker, such as:

Get Rhino Tank

Eliminate rivals (note: This mission spawn paper mache Kuruma for the second part that can be blown in 1/2 clip of AP pistol)

Rusty Youga

 

EDIT: Jimbatron's table posted on page 19 back this up. (Somehow I missed this post)

EDIT 2: Should've note that I've done my supply missions in solo.

+1

 

I'll add that this is the same for all Biker businesses as well. If you pick up a crate and bring it back, you get credit for 1 "bar" (in the biker supply bar) or 20% of the total.

 

If the mission has you bring back a vehicle other than your own, it's worth 2 "bars" or 40% of the total.

 

Anecdotally, it seems about 50/50 if its a 1 or 2 bar mission (20% or 40%). So on average it takes 3 or 4 missions to refill completely from empty.

Link to comment
Share on other sites

Adding the amount of supplies issue: When you do resupplies with 2 people, you always get 2 bars worth of supplies (2 crates, 2 railguns etc), unless it's the ballistic suit and armour which gives only one. With biker businesses it gave 2 vans/vehicles of supplies (worth 4 bars of supplies) when you had 2 people, now only one vehicle (van/tank/APC/Insurgent etc) and it counts as 2 bars of supplies.

Edited by aFinn
Link to comment
Share on other sites

Black-Dragon96

Strange. When i helped out a crewmate getting supplys for his bunker 2 technicals filled the whole bar. We where 4 people in his mc.

Link to comment
Share on other sites

I was so happy when I found out that there is a supplies mission with 4 choppers where 1 chopper has the supplies you want. Since Finance and Felony dlc came out, I've been challenging myself every time when get this supplies mission:

 

 

 

I'm just having fun every time I try to grab the supplies midair.

I tried this and my Buzzard's blades thwacked the supplies like it was an old Special Crate. Removed the parachute and the packaged fell like a rock. CEO special cargo were always mid-air-catchable for me.

Link to comment
Share on other sites

 

I was so happy when I found out that there is a supplies mission with 4 choppers where 1 chopper has the supplies you want. Since Finance and Felony dlc came out, I've been challenging myself every time when get this supplies mission:

 

 

 

I'm just having fun every time I try to grab the supplies midair.

I tried this and my Buzzard's blades thwacked the supplies like it was an old Special Crate. Removed the parachute and the packaged fell like a rock. CEO special cargo were always mid-air-catchable for me.

 

So u should like this one

 

 

Link to comment
Share on other sites

MajorVienna

Got a bugged run at 196k where I had 2 insurgents with 5 packages each (30 min timer, Smoke Tree to Paleto), after 1st drop it said 1/10 all done and to get the other vehicle... changed session.

 

Kept producing until I got a choice between 273k local or 409500 in LS (15 min Smoke Tree to Del Perro), I decided to be bold and go for the LS run and got 2 insurgents that were whole vehicle deliveries, no NPC enemies in solo public session, glorious.

 

edit: added times and locations

Edited by MajorVienna
Link to comment
Share on other sites

The best is to the right of Sandy Shores Airfield for Pegasus and close to the freeway of the city.

  • Like 2
Link to comment
Share on other sites

I helped to sell two bunker stocks as MC member:

 

-delivered 700k, received 8150$

-delivered 300-ish k, received 30k$

 

I don't know what explains this inconsistence. But clearly its potentially more interesting to sell as MC member, nobody spits on 30k :cool:.

Link to comment
Share on other sites

ajheadshot777

That is exactly where I have all my businesses as well. Made a cool million yesterday in a few hours doing I/E with VIP while the businesses produced, and then finished off selling GR, coke, and meth.

 

Pretty sure this is as good as it gets.

gta_gunrunning_best_bunker_business_loca

I'm raking the cash in fast up there.

  • Like 2
Link to comment
Share on other sites

Strange. When i helped out a crewmate getting supplys for his bunker 2 technicals filled the whole bar. We where 4 people in his mc.

Interesting. We been doing resupplies as CEO, wonder if we'd do them as MC would we get two vehicles with 2 people, or did you get 2 vehicles because there were 4 of you?

Anybody done 2 person resupplies as MC?

Edited by aFinn
Link to comment
Share on other sites

Packerfan44

^ But you're in a sh*tty position for getting into the city or into an aircraft.

Senora road is fantastic for getting to the city from sandy shores. And route 68 is great for getting to either highway. And it's only like a 40 second drive to the airstrip

Link to comment
Share on other sites

Got a bugged run at 196k where I had 2 insurgents with 5 packages each (30 min timer, Smoke Tree to Paleto), after 1st drop it said 1/10 all done and to get the other vehicle... changed session.

 

Kept producing until I got a choice between 273k local or 409500 in LS (15 min Smoke Tree to Del Perro), I decided to be bold and go for the LS run and got 2 insurgents that were whole vehicle deliveries, no NPC enemies in solo public session, glorious.

 

edit: added times and locations

So your saying you can switch sessions in a sell to get a diffrent (easier) mission and not lose product?

Link to comment
Share on other sites

Pretty sure this is as good as it gets.

 

gta_gunrunning_best_bunker_business_loca

 

I'm raking the cash in fast up there.

I own that clubhouse, meth lab, coke lockup, and now that garage, but I have my bunker over at Smoke Tree.

I'm constantly using that freeway for sales missions, the Pegasus deliveries are closest and I have the alternative spawn at Grapeseed (that I only have to walk/drive 100 yards to influence which gets used), and the Sandkings and the LSC to sell them spawn right in the middle.

 

The extra and time and driving distance isn't worth it.

 

Pretty sure this is as good as it gets.

 

gta_gunrunning_best_bunker_business_loca

 

I'm raking the cash in fast up there.

I own that clubhouse, meth lab, coke lockup, and now that garage, but I have my bunker over at Smoke Tree.

I'm constantly using that freeway for sales missions, the Pegasus deliveries are closest and I have the alternative spawn at Grapeseed (that I only have to walk/drive 100 yards to influence which gets used), and the Sandkings and the LSC to sell them spawn right in the middle.

 

The extra and time and driving distance isn't worth it... except maybe in this case:

 

 

Got a bugged run at 196k where I had 2 insurgents with 5 packages each (30 min timer, Smoke Tree to Paleto), after 1st drop it said 1/10 all done and to get the other vehicle... changed session.

 

Kept producing until I got a choice between 273k local or 409500 in LS (15 min Smoke Tree to Del Perro), I decided to be bold and go for the LS run and got 2 insurgents that were whole vehicle deliveries, no NPC enemies in solo public session, glorious.

 

edit: added times and locations

So your saying you can switch sessions in a sell to get a diffrent (easier) mission and not lose product?

Yes, and no.

I started a sales mission (5 drops with a Dune FAV) and got the damn thing stuck and I couldn't free it. I just closed the application. Restarted GTA and was put back a few minutes before my $126,000 of stock was upped to $133,000. Not sure if I lost any supplies, but I think the game did not save when I started the sales run. It gave me a different selling mission (Phantom Plow)

Link to comment
Share on other sites

 

Strange. When i helped out a crewmate getting supplys for his bunker 2 technicals filled the whole bar. We where 4 people in his mc.

Interesting. We been doing resupplies as CEO, wonder if we'd do them as MC would we get two vehicles with 2 people, or did you get 2 vehicles because there were 4 of you?

Anybody done 2 person resupplies as MC?

 

Well, tested this today. Did a couple resupplies and got the eliminate rival operation and at the end we only collected one van. Also did convoy and got only one APC (which is to be expected, but was expecting 2 vans from the other). So while it's not definite, at least a small sample that would indicate 2 people only get 1 vehicle.

Link to comment
Share on other sites

Over the last 24 hours i have spent too many hours testing the whole "production slows down in missions" thing. If someone else has done this test and posted it already i apologize.

 

The only things i have tested are the old contact missions and supply runs. The theory i have heard is that production slow down while doing missions. What i have found is that it doesn't. What actually happens is that once your stock goes up a timer starts. When you enter a mission that timer resets, When you exit a mission it resets again.

 

So let's say you see your stock go up and you start a timer. After 5 minutes you enter a mission. After 5 minutes you exit the mission. Then you STILL have to wait 7 minutes for your stock to go up again. So one step that should have taken 7 minutes will have taken about 18 minutes including some time in the cloud between the mission.

 

On the other hand if you see your stock go up and you enter a mission right away. Then you stay in the mission for 7 or 14 or 21 etc minutes and then you exit. Then you will have wasted no time before the mission or in the mission and you will have had almost no loss of production time. Except maybe about a minut of waiting in the cloud.

 

As for supply runs they seem to be different. It seems like a supply run pauses the timer. So if you see your stock go up and you wait 2 minutes to go on a supply run then when you get back you have to wait the remaining 5 minutes for your stock to go up.

  • Like 5
Link to comment
Share on other sites

idonknowhow

Over the last 24 hours i have spent too many hours testing the whole "production slows down in missions" thing. If someone else has done this test and posted it already i apologize.

 

The only things i have tested are the old contact missions and supply runs. The theory i have heard is that production slow down while doing missions. What i have found is that it doesn't. What actually happens is that once your stock goes up a timer starts. When you enter a mission that timer resets, When you exit a mission it resets again.

 

So let's say you see your stock go up and you start a timer. After 5 minutes you enter a mission. After 5 minutes you exit the mission. Then you STILL have to wait 7 minutes for your stock to go up again. So one step that should have taken 7 minutes will have taken about 18 minutes including some time in the cloud between the mission.

 

On the other hand if you see your stock go up and you enter a mission right away. Then you stay in the mission for 7 or 14 or 21 etc minutes and then you exit. Then you will have wasted no time before the mission or in the mission and you will have had almost no loss of production time. Except maybe about a minut of waiting in the cloud.

 

As for supply runs they seem to be different. It seems like a supply run pauses the timer. So if you see your stock go up and you wait 2 minutes to go on a supply run then when you get back you have to wait the remaining 5 minutes for your stock to go up.

Similar result here. I have tested in race and contact mission. It needs 7 minutes in a mission/race before loading another race/mission to produce stock. Just like changing session will reset timer.

Link to comment
Share on other sites

Over the last 24 hours i have spent too many hours testing the whole "production slows down in missions" thing. If someone else has done this test and posted it already i apologize.

 

The only things i have tested are the old contact missions and supply runs. The theory i have heard is that production slow down while doing missions. What i have found is that it doesn't. What actually happens is that once your stock goes up a timer starts. When you enter a mission that timer resets, When you exit a mission it resets again.

 

So let's say you see your stock go up and you start a timer. After 5 minutes you enter a mission. After 5 minutes you exit the mission. Then you STILL have to wait 7 minutes for your stock to go up again. So one step that should have taken 7 minutes will have taken about 18 minutes including some time in the cloud between the mission.

 

On the other hand if you see your stock go up and you enter a mission right away. Then you stay in the mission for 7 or 14 or 21 etc minutes and then you exit. Then you will have wasted no time before the mission or in the mission and you will have had almost no loss of production time. Except maybe about a minut of waiting in the cloud.

 

As for supply runs they seem to be different. It seems like a supply run pauses the timer. So if you see your stock go up and you wait 2 minutes to go on a supply run then when you get back you have to wait the remaining 5 minutes for your stock to go up.

Good finding, suspected it was something like that going on, fits with behaviour I've observed.

Link to comment
Share on other sites

 

Over the last 24 hours i have spent too many hours testing the whole "production slows down in missions" thing. If someone else has done this test and posted it already i apologize.

 

The only things i have tested are the old contact missions and supply runs. The theory i have heard is that production slow down while doing missions. What i have found is that it doesn't. What actually happens is that once your stock goes up a timer starts. When you enter a mission that timer resets, When you exit a mission it resets again.

 

So let's say you see your stock go up and you start a timer. After 5 minutes you enter a mission. After 5 minutes you exit the mission. Then you STILL have to wait 7 minutes for your stock to go up again. So one step that should have taken 7 minutes will have taken about 18 minutes including some time in the cloud between the mission.

 

On the other hand if you see your stock go up and you enter a mission right away. Then you stay in the mission for 7 or 14 or 21 etc minutes and then you exit. Then you will have wasted no time before the mission or in the mission and you will have had almost no loss of production time. Except maybe about a minut of waiting in the cloud.

 

As for supply runs they seem to be different. It seems like a supply run pauses the timer. So if you see your stock go up and you wait 2 minutes to go on a supply run then when you get back you have to wait the remaining 5 minutes for your stock to go up.

Good finding, suspected it was something like that going on, fits with behaviour I've observed.

 

I think it also explains why people are getting mixed results. It would depend on when they entered the missions and how long they stayed in them.

Link to comment
Share on other sites

^ Indeed.

 

It's an important finding as well because if you are say 6 minutes into a mission, you could effectively view it as worth hanging about for 1 minute before completion being worth an extra 7k to avoid the timer reset.

 

I've got a suspicion this might apply to biker businesses as well. Coke for instance produces half bars of product every half hour - but I've got a feeling the progress on that can get reset as well.

Edited by Jimbatron
Link to comment
Share on other sites

Over the last 24 hours i have spent too many hours testing the whole "production slows down in missions" thing. If someone else has done this test and posted it already i apologize.

 

The only things i have tested are the old contact missions and supply runs. The theory i have heard is that production slow down while doing missions. What i have found is that it doesn't. What actually happens is that once your stock goes up a timer starts. When you enter a mission that timer resets, When you exit a mission it resets again.

 

So let's say you see your stock go up and you start a timer. After 5 minutes you enter a mission. After 5 minutes you exit the mission. Then you STILL have to wait 7 minutes for your stock to go up again. So one step that should have taken 7 minutes will have taken about 18 minutes including some time in the cloud between the mission.

 

On the other hand if you see your stock go up and you enter a mission right away. Then you stay in the mission for 7 or 14 or 21 etc minutes and then you exit. Then you will have wasted no time before the mission or in the mission and you will have had almost no loss of production time. Except maybe about a minut of waiting in the cloud.

 

As for supply runs they seem to be different. It seems like a supply run pauses the timer. So if you see your stock go up and you wait 2 minutes to go on a supply run then when you get back you have to wait the remaining 5 minutes for your stock to go up.

Nicely done.
Link to comment
Share on other sites

Alien Reaper

But I think that if you do playlists, the game treats as being in the same session for the entirety of the playlist. I've noticed that if a playlist is long enough, and last more than 48 minutes, I am charged the utility bills, for the mechanic and for the assistant.

  • Like 1
Link to comment
Share on other sites

brahmabull's post should be moved to OP, stickied, made its own topic or posted in a more prominent place. Good stuff.

Link to comment
Share on other sites

 

What i have found is that it doesn't. What actually happens is that once your stock goes up a timer starts. When you enter a mission that timer resets, When you exit a mission it resets again.

 

As for supply runs they seem to be different. It seems like a supply run pauses the timer. So if you see your stock go up and you wait 2 minutes to go on a supply run then when you get back you have to wait the remaining 5 minutes for your stock to go up.

Similar result here. I have tested in race and contact mission. It needs 7 minutes in a mission/race before loading another race/mission to produce stock. Just like changing session will reset timer.

 

 

Good work! This matches how I've heard the biker businesses work.

 

To make sure I understand, the timer is for each separate mission? So, if you're doing a playlist of 10 missions and you complete each individual mission in 5 minutes each, your stock won't go up? When does it count as starting and ending the mission? In the lobby or in the actual mission itself?

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.