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les999

The Hardest Doomsday Heist Mission is.....

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Ghoffman9

I always found the act 3 finale to be very cheap with the way they done it. A never ending supply of clones pouring out of spawn rooms, who respawn the moment they die to just zerg rush you again and again. They will even charge around corners and stand right in your face if they must. They're like zombies, but these zombies fire guns.

Rockstar does literally every cheap trick in the book to make things challenging. They seriously need to look up what a respawn timer is and that its used for more than just when players die during a death match or adversary mode.

 

If any other game does that kind of sh*t, they get called on it, but since its Rockstar far too many give them a free pass.

 

AI usually get slaughtered when they zerg rush like this, but they compensate for this laziness by throwing enough at you at one time to populate a small town, give them pinpoint accuracy, increased damage, and nerf the player so that he has the durability of a wet piece of cheap toilet paper and a health regen so slow that paint drys faster.

 

You gotta headshot them constantly just to prevent being overrun by the zerg rush mentality of the AI.

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IceDree

 

 

 

Signal Intercepts, It brought back Deliver the EMP horror memories. Muthaf*ckas won't listen or bother reading instructions.

 

I failed that mission more than all the other DDH missions combined & I'll never host Act I ever again because of it.

 

Just put 2 players in a deluxo, have the passenger shoot van drivers/gunners, plenty of time

 

or start the hack, open menu, ram into the side of them (small gifs)

 

 

YJ5Rraq.gif

 

 

 

 

 

keep boats at range, or shoot occupants with smg, not ap pistol

 

 

can even be done by a single player

 

It's classics heists, looks hard is very easy

 

The problem is they either don't listen or don't read.

 

They destroy the vans on site, killed by the occupants of said vans, sink the boat on site, killed by the occupants of said boats, crash into the plane or simply die in a bike accident on the Senora\Palomino Highway in route to the City.

 

I got lucky when I got an AFKer & completed it by myself.

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Ezekeil2Ofive17

 

 

 

Signal Intercepts, It brought back Deliver the EMP horror memories. Muthaf*ckas won't listen or bother reading instructions.

 

I failed that mission more than all the other DDH missions combined & I'll never host Act I ever again because of it.

 

Just put 2 players in a deluxo, have the passenger shoot van drivers/gunners, plenty of time

 

or start the hack, open menu, ram into the side of them (small gifs)

 

 

YJ5Rraq.gif

 

 

 

 

 

keep boats at range, or shoot occupants with smg, not ap pistol

 

 

can even be done by a single player

 

It's classics heists, looks hard is very easy

 

The problem is they either don't listen or don't read.

 

They destroy the vans on site, killed by the occupants of said vans, sink the boat on site, killed by the occupants of said boats, crash into the plane or simply die in a bike accident on the Senora\Palomino Highway in route to the City.

 

I got lucky when I got an AFKer & completed it by myself.

 

 

I think I got the wrong end of the stick, never seen anyone that bad!

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IceDree

 

 

 

 

 

 

Signal Intercepts, It brought back Deliver the EMP horror memories. Muthaf*ckas won't listen or bother reading instructions.

 

I failed that mission more than all the other DDH missions combined & I'll never host Act I ever again because of it.

 

Just put 2 players in a deluxo, have the passenger shoot van drivers/gunners, plenty of time

 

or start the hack, open menu, ram into the side of them (small gifs)

 

 

YJ5Rraq.gif

 

 

 

 

 

keep boats at range, or shoot occupants with smg, not ap pistol

 

 

can even be done by a single player

 

It's classics heists, looks hard is very easy

 

The problem is they either don't listen or don't read.

 

They destroy the vans on site, killed by the occupants of said vans, sink the boat on site, killed by the occupants of said boats, crash into the plane or simply die in a bike accident on the Senora\Palomino Highway in route to the City.

 

I got lucky when I got an AFKer & completed it by myself.

 

 

I think I got the wrong end of the stick, never seen anyone that bad!

Lucky you!

 

Edit: Oops I forgot to add the most common one I encountered lol: They drive straight into the water while ignoring the instructions pop-up, which results in sinking the Deluxo.

Edited by IceDree

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MaxBazooka01

The ambulance heist prep. :lol:

 

In all seriousness the Avenger in Hangar Setup when playing with randoms, I was helping a friend and he didn't kick 2 <50 players and they kept getting slaughtered by the merciless AI in that mission.

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The First Hunter

I'm confident in doing all heists/setups without a problem now but i still hate Salvage Harddrive and Escort ULP with a passion because of how long they take

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Jimbatron

I'm confident in doing all heists/setups without a problem now but i still hate Salvage Harddrive and Escort ULP with a passion because of how long they take

 

Similar here. It depends what people mean by hard. I don't find any hard anymore in the sense I know how do complete them all without too much fuss. However the more pertinent question for me is, which mission are you at most risk of dying in? Which ones would you most worry about in a Criminal Mastermind run?

 

Server Farm and Salvage Hard Drives I think are big banana skins that aren't talked about much but it's very easy for them to go wrong, especially with a smaller team.

 

Avenger isn't that bad if you know where the bad guys are, where to take cover, and don't mind the expense of topping up body armour and explosive sniper rounds. In our CMM run it didn't really give us too much trouble. But it would be very expensive to do it that way all the time. Plus in a normal play through, if you do die, the checkpoint doesn't save any more progress than the drive which makes it more frustrating for new players.

Edited by Jimbatron

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Mr_Noob

 

I'm confident in doing all heists/setups without a problem now but i still hate Salvage Harddrive and Escort ULP with a passion because of how long they take

 

Similar here. It depends what people mean by hard. I don't find any hard anymore in the sense I know how do complete them all without too much fuss. However the more pertinent question for me is, which mission are you at most risk of dying in? Which ones would you most worry about in a Criminal Mastermind run?

 

Server Farm and Salvage Hard Drives I think are big banana skins that aren't talked about much but it's very easy for them to go wrong, especially with a smaller team.

 

Avenger isn't that bad if you know where the bad guys are, where to take cover, and don't mind the expense of topping up body armour and explosive sniper rounds. In our CMM run it didn't really give us too much trouble. But it would be very expensive to do it that way all the time. Plus in a normal play through, if you do die, the checkpoint doesn't save any more progress than the drive which makes it more frustrating for new players.

 

I've played act 1 a lot and I no longer see server farm as hugely risky and in a way it is easier in a 2 man team than larger groups. Basically have to be aware sh*t is going to kick off after the 3rd server is hacked and it is important to get the 4th done as quickly as possible after the 3rd then run like mad using the side walls to get to the exit. Have snacks and armour ready.

 

For a 2 person CMM run I would worry about:

 

Act 1 finale - It is very easy to get a rapid fire death on the very bottom floor when clearing the server room.

 

Act 2 Rescue ULP - There is no fool proof strategy for the lookout guy and in general the AI seems to just kick into ultra terminator mode from time to time.... as if they weren't OP enough to start off with.

 

Act 3 Rescue Agent 14 - Even if you know the mission well one small mistake around those juggernauts is instant death.

 

Act 3 finale: so many things can go wrong.

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Northern

I'd like to know the fastest time to complete Act 3 Finale. What a bear of a final at 2 hrs. I don't think I'm in a hurry to repeat it. For cash, Act two on difficult pays well, and you can finish it in 20 minutes easy

 

Normal settings with two players sharing the money 50-50 is the way to go, more incentive not to rage quit.

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Jimbatron

I'd like to know the fastest time to complete Act 3 Finale. What a bear of a final at 2 hrs. I don't think I'm in a hurry to repeat it. For cash, Act two on difficult pays well, and you can finish it in 20 minutes easy

 

Normal settings with two players sharing the money 50-50 is the way to go, more incentive not to rage quit.

I hate to break it to you but the world record runners recently breached the 14 minute barrier for Act III recently, with two players, which is insane.

 

http://gtaforums.com/topic/802104-the-elite-challenges-grand-leaderboard-v2/?p=1070092156bbj

 

Still, even if you're not to GTA as Usain Bolt is to sprinting, the Act III finale is still very do-able with the right strategy. My main tips:

1) don't move between cover without topping your health and or body armour up.

2) being quick at beating the hack puzzles will hugely take the pressure of the team in that section. They are all do-able in under a minute. There is a guide link in my signature.

3) between hacks, move around together as a group anti-clockwise. Except for the last one - go back the way you came - clockwise. It makes a difference. But always move together. Get split up, and the probability someone dies increases markedly.

 

Even with a couple of restarts under 40 minutes should not be a problem for most players with a bit of practice following this advice.

 

Act II I'm convinced is a false economy. Sure the finale is easy but in the setups you will have to source six slow moving vehicles. Getting the strombergs will be a particular pain if you don't have a 4 man team. In comparison the Act III prep are quick and easily solo'd. The setups are also easy with Rescue ULP being the only time sink. Provided you can cope with the Act III finale, that's where the $s per hour is at.

Edited by Jimbatron

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Mr_Noob

 

I'd like to know the fastest time to complete Act 3 Finale. What a bear of a final at 2 hrs. I don't think I'm in a hurry to repeat it. For cash, Act two on difficult pays well, and you can finish it in 20 minutes easy

 

Normal settings with two players sharing the money 50-50 is the way to go, more incentive not to rage quit.

I hate to break it to you but the world record runners recently breached the 14 minute barrier for Act III recently, with two players, which is insane.

 

http://gtaforums.com/topic/802104-the-elite-challenges-grand-leaderboard-v2/?p=1070092156bbj

 

Still, even if you're not to GTA as Usain Bolt is to sprinting, the Act III finale is still very do-able with the right strategy. My main tips:

1) don't move between cover without topping your health and or body armour up.

2) being quick at beating the hack puzzles will hugely take the pressure of the team in that section. They are all do-able in under a minute. There is a guide link in my signature.

3) between hacks, move around together as a group anti-clockwise. Except for the last one - go back the way you came - clockwise. It makes a difference. But always move together. Get split up, and the probability someone dies increases markedly.

 

Even with a couple of restarts under 40 minutes should not be a problem for most players with a bit of practice following this advice.

 

Act II I'm convinced is a false economy. Sure the finale is easy but in the setups you will have to source six slow moving vehicles. Getting the strombergs will be a particular pain if you don't have a 4 man team. In comparison the Act III prep are quick and easily solo'd. The setups are also easy with Rescue ULP being the only time sink. Provided you can cope with the Act III finale, that's where the $s per hour is at.

 

Act 2 as a 2 man team can be done in around 2 hrs 10 mins including all prep work. That includes the time taken to switch from public* for the preps to an invite lobby for the heist missions, grabbing armour and snacks between missions and so on.

 

The total payout on hard is 1.2m and from the Grand Senora facility I find elite is possible every single time which is an extra 50k per player. I think that works out 275 - 300k per hour once the 95k set-up fee is accounted for. You can back to back it once by having 1 guy host it and then the other guy buy in for the set-up fee before playing the first guy's finale.

 

For act 3 the preps are certainly faster but that is balanced out by the rescue agent 14 and escort ULP missions which are time consuming. Also the act 2 finale is straight forward and can be completed almost on auto pilot (quite literally on auto pilot for the guy in the avenger I guess). For act 3 if someone has a slightly off day it can turn into a frustrating effort with multiple restarts.

 

Finally I think act 2 is just more enjoyable as a whole; for me it is the right mix of challenging and fun. I find with Act 3 the first set up mission and finale are just stressful and in between there is escort ULP which is long and boring and the Volatol bombing mission which adds nothing to the heist as a while. The Barrage/Khanjali missions are average at best.

 

* I strongly suggest doing a public solo lobby and inviting your friends, doing all the preps and then switching to invite only as it saves loading time between missions.

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GrizzJack

They're not hard, more like boring, when accepting any kind of heist mission, already start thinking about numbing driveway to the point and get into that lasts 2mins or less. Of course, there's one dangerous mission where your character falls off from the water tower for some reason.

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Mr_Noob

They're not hard, more like boring, when accepting any kind of heist mission, already start thinking about numbing driveway to the point and get into that lasts 2mins or less. Of course, there's one dangerous mission where your character falls off from the water tower for some reason.

This is avoidable by playing with experienced players and using skip trip.

 

With randoms it can suck indeed. I on call joined deliver EMP last night and after the 4 hour drive to get to the insurgent one of the team quit. So I didn't even get to have multiple fails at the stealth part of the mission. :lol:

 

But, I'm not sure this criticism applies quite as much to many of the doomsday missions. Yeah the drives are still too long (R*'s lazy attempt at padding them out I guess) but once you get to the objective there is often plenty of action.

 

I mean it is GTA.... drive there, shoot that, collect this, return to base is the standard mission format and it is kind of hard to see how it could be done much differently. All the free roam stuff is the same.

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Jimbatron

The total payout on hard is 1.2m and from the Grand Senora facility I find elite is possible every single time which is an extra 50k per player. I think that works out 275 - 300k per hour once the 95k set-up fee is accounted for. You can back to back it once by having 1 guy host it and then the other guy buy in for the set-up fee before playing the first guy's finale.

 

For act 3 the preps are certainly faster but that is balanced out by the rescue agent 14 and escort ULP missions which are time consuming. Also the act 2 finale is straight forward and can be completed almost on auto pilot (quite literally on auto pilot for the guy in the avenger I guess). For act 3 if someone has a slightly off day it can turn into a frustrating effort with multiple restarts.

 

Finally I think act 2 is just more enjoyable as a whole; for me it is the right mix of challenging and fun. I find with Act 3 the first set up mission and finale are just stressful and in between there is escort ULP which is long and boring and the Volatol bombing mission which adds nothing to the heist as a while. The Barrage/Khanjali missions are average at best.

 

 

Granted it doesn't work if you can't handle The Act III finale. However they're both doable in a couple of hours with a decent team, even if you can farm the act II elite, the extra 300k finale act iii payout more than covers it. Plus the act III preps can all be solo'd with no loss of time as they are all single item pickups. The savvy thing to do is for each team member to clear their own act III preps simultaneously. If you then do a round robin for your setups and finales you've quartered the prep time for a four man team. It doesn't work for Act II because it takes longer to solo the ecus and the strombergs.

 

As for the setups, rescue 14 requires caution in a cmm run but is a doddle if you do it right. Escort ULP is dull but salvage hard drives is just as much as a time sink if not worse.

 

I think people tend to remember the last thing they did and think "the act II finale was easy" but they have a tendency to forget what they needed to do to get there in the first place.

Edited by Jimbatron

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Mr_Noob

 

The total payout on hard is 1.2m and from the Grand Senora facility I find elite is possible every single time which is an extra 50k per player. I think that works out 275 - 300k per hour once the 95k set-up fee is accounted for. You can back to back it once by having 1 guy host it and then the other guy buy in for the set-up fee before playing the first guy's finale.

 

For act 3 the preps are certainly faster but that is balanced out by the rescue agent 14 and escort ULP missions which are time consuming. Also the act 2 finale is straight forward and can be completed almost on auto pilot (quite literally on auto pilot for the guy in the avenger I guess). For act 3 if someone has a slightly off day it can turn into a frustrating effort with multiple restarts.

 

Finally I think act 2 is just more enjoyable as a whole; for me it is the right mix of challenging and fun. I find with Act 3 the first set up mission and finale are just stressful and in between there is escort ULP which is long and boring and the Volatol bombing mission which adds nothing to the heist as a while. The Barrage/Khanjali missions are average at best.

 

Granted it doesn't work if you can't handle The Act III finale. However they're both doable in a couple of hours with a decent team, even if you can farm the act II elite, the extra 300k finale act iii payout more than covers it. Plus the act III preps can all be solo'd with no loss of time as they are all single item pickups. The savvy thing to do is for each team member to clear their own act III preps simultaneously. If you then do a round robin for your setups and finales you've quartered the prep time for a four man team. It doesn't work for Act II because it takes longer to solo the ecus and the strombergs.

 

As for the setups, rescue 14 requires caution in a cmm run but is a doddle if you do it right. Escort ULP is dull but salvage hard drives is just as much as a time sink if not worse.

 

I think people tend to remember the last thing they did and think "the act II finale was easy" but they have a tendency to forget what they needed to do to get there in the first place.

 

I don't think two people can do act 3 including preps in 2 hours.

 

Two guys from my crew were experimenting with this and they produced a detailed table that I now can't find! Anyway they believed the most efficient way to do act 3 is if the host to do all the preps and then the final payout split is 70/30. I remember total time taken for the host was 3 hours and the crew approx 2 hours. Both guys doing the preps together saves the host time but is not as efficient overall.

 

So I guess you are right on the pure $ side of things - assuming two very good players act 2 would be around 300k an hour and act 3 350k. But as I said I think a lot more things can go wrong with act 3 and (for me at least) it simply isn't as enjoyable - it becomes too long.

 

I would love to know if anyone has crunched the numbers for act 1. Obviously the payout is much lower but it is very straight forward and can be completed very quickly.

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Jimbatron

^ It's collecting the Deluxos that will be the time sink for Act I if you're not using a 4 man team. I haven't crunched the numbers either but I suspect it will pay less well.

 

What annoys me about these preps in Act I and Act II is you're still forced to source 4 even if you're only doing it with two players. It would have been better if they'd given you the option to only source two or three, but then you can't launch the corresponding setup with more players than you collected cars.

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StangOne50

^ It's collecting the Deluxos that will be the time sink for Act I if you're not using a 4 man team. I haven't crunched the numbers either but I suspect it will pay less well.

 

What annoys me about these preps in Act I and Act II is you're still forced to source 4 even if you're only doing it with two players. It would have been better if they'd given you the option to only source two or three, but then you can't launch the corresponding setup with more players than you collected cars.

Yea I prefer to do all my preps solo and this is one of the reasons Ive only hosted act 2 1 time after my cmm runs. Act 3 preps are a walk in the park solo and with 2 players you can do the first 5 in about 30 minutes. The only long one is the chernobog but depending on its location and if you have a friend pushing with an insurgent or something its not bad at all.

Escort ulp sucks but thats the only mission thats a pain in the ass in this whole act. Me and friends got the finale down to where 2 of us can complete it pretty easily, even with a death we are still finishing in in under 25 minutes.

Even if act 2 is slightly faster, to me its much less enjoyable. The finale is garbage. Act 3 can be challenging and even frustrating at times due to lag/bugs but at least its intense and exciting.

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KWF1981

^ Agree, the only thing satisfying about act 2's finale is the easy money/elite. Boring job though.

 

Act 1 and 3 are far more engaging for me.

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The First Hunter

Jeez, Thermal scope really does make Avenger a cakewalk.

I just got mine yesterday and immediately did my an avenger setup after it and it was so much easier.

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SuperJude™

The question isn't even Which Is Hardest but really Which Brings Out The Stupid Most Often In Other Players.

 

People really do some dumb sh+t. Repetitively.

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AStiffBreeze

Some are tough, but the only one that really ever worries me is Salvage Hard Drives. The AI spawns at the La Mesa section are so close and unpredictable that you can be absolutely annihilated in seconds, through no fault of your own. I haven't seen a great strategy for dealing with that either - we tend to enter via the train tracks, clear the two vans at that end, head to the far side alley past the other vans, get out and regroup, and then gradually work back to the final two vans. But I still feel like it's a bit of a coin toss. The other tough ones definitely have sections that can chew through your body armour and snacks, but Salvage Hard Drives is the one where I'm most concerned about actually being killed before I can use any of them.

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Jimbatron

^ I agree completely about salvage hard drives. It's not difficult to complete if you don't mind the occasional quick restart but on a CMM II run it's a massive banana skin, and you're right, the re-spawns in the La Mesa section are the most dangerous bit.

 

Key tips for me: stay in the RCV as much as possible. The drive MUST NOT STOP when there is a badguy near to the side windows - they can kill you quick if they get the right angle. Clear out all the fires first, then collect one at a time, parking the RCV in the right to shield the collector - that is particularly important for the one in the open La Mesa area where the badguys respawn by the burnt out buses. If you take it slowly and carefully it's do-able. Carelessness is often punished brutally though.

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les999

I mostly seem to be collector/salvage in the salvage hard drive setup and it's so much harder when the operator(s) keep spraying water on the enemy. It makes it harder to shoot them. If only they would concentrate on putting out the fires and leave the collectors to shoot from the RCV it would be a lot easier. Spraying with the water pistols just knocks them over so you still have to shoot them afterwards. Also if the driver would stay in one place long enough for me to aim and shoot it would be appreciated! (maybe I'm not quick enough...)

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Rammer2k

I don't get why the auto lock is disabled for Hardrives. It wouldn't make it that much easier with all the respawns. Although after doing that setup quite a few times now, it's not too bad. We don't even worry about the timer when on a CMM run. Better to just let it expire and restart from the checkpoint than rush through and prolly die.

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