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The EZ Guide To The Doomsday Heists And Criminal Mastermind


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xInfected_Virus
21 hours ago, FPU___ said:

Rescue Agent 14 - Is a half-track any use here against juggernauts, gunner should be protected as long as he's facing them??

I would say it's too risky as the jugs may fire and destroy the half track. Could try in a casual run but not worth risking in a Criminal Mastermind run as if it's you're personal Half Track and the jugs destroy it AND you die within the explosion radius then 99% of the time it's an instant progress reset unless you clear the cache which MAY save the run.

1 hour ago, xInfected_Virus said:

I would say it's too risky as the jugs may fire and destroy the half track. Could try in a casual run but not worth risking in a Criminal Mastermind run as if it's you're personal Half Track and the jugs destroy it AND you die within the explosion radius then 99% of the time it's an instant progress reset unless you clear the cache which MAY save the run.

I'm really not criminal mastermind level.  I can't find a test vs minigun but it takes 14 homing missiles or 5 RPGs to destroy and it deals out damage fairly fast, faster than .50cal MG or minigun.

On 2/4/2018 at 7:35 PM, Ezekeil2Ofive17 said:

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ACT 3: The

The Hack
 
Now for the hard part
 
  Reveal hidden contents

 

 
As soon as you start snipe the guard on the second floor though the glass, then take cover by the wooden crate and nearer the door, shoot open the doors and start taking out guards. Use free aim to shoot blind firing guards then kill them while they're down.
 
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sYcI3MS.png
 
Once the first wave is clear move through the door while aiming then roll left/right and take cover to take out the next wave. If you are on the right clear those in front of you
 
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If you are on the, much tighter, left make sure you get the guard on the stairs to the right, then move forward to the planter, get the other guard on the right, then clear the last three
 
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When it's clear (or if you are running through) move quickly forward and right up the stairs, Equip an auto shotgun and be ready to take out nearby guards, as soon as you reach the second floor, take the large grey stairs to the third floor.
 
dUEBoCo.gif
(sticky bomb and missing are optional!) tbr
 
Using the third floor to move between hacks makes things safer, it's not empty, but it's a lot quieter and gives you invaluable breathing room to start the hack. Pay attention to your radar, especially near the stairs and red doors. Head across to the nearest staircase to the hack, move down an take up your positions. Ideally the ceo should do the hack while others defend, this way defenders will be able to take advantage of the passive healing ability. Defenders should take cover between the adjacent computer bank and the wall for each hack and watch either/both sides, you can leave your menu open but remember this will prevent you from changing weapons
 
If you have a full team and are confident you can survive in pairs, you may want to consider "leap frogging" the hacks. Once a player starts a hack they will become the primary, not sole, focus of the guards, making it slightly easier to take the long way round to the next hack. So as soon as hack one finishes, you would be in position to start hack two, making it easier to move to hack three and in turn to hack four
 
Hacking
 

 

Ultimately the best way to learn to do the hack is to practise, while it may appear complex at first, it's actually very simple. Keep a few things in mind, if a mirror won't stay at the angle you want, then it is the wrong mirror, try another. Damage to the blue nodes from the beam is cumulative, meaning if you can brush past one, or the beam is rotating, it will eventually destroy it. You have "lives" so if you need to burn through a red box, do it. You are invincible during the hack so you can stay in it till you get word it's safe to exit, this is vital, when you're down to the last blue node let the defenders know so they can make sure it's relatively clear. When you exit the hack, you will be vulnerable so head straight to the defenders/cover and regroup before moving on
 
 


is that link to the guide by jimbatron broken? It’s not working for me. Is it meant to point to this?

  • 3 weeks later...

For the Bogdan Problem Avenger setup, it's obviously pretty difficult to see jack **** with the standard night vision, is the MkII Heavy Sniper the only weapon you can equip with a thermal scope, and if so is there anyway of changing between scopes without a weapons workshop because I don't really want it equipped all the time?

 

I've tried using the menu to select thermal goggles, which I also have, but it's coded out.

  • 1 month later...
  • 2 years later...

2 Questions on "Rescue Agent 14"

 

1. I used 3 sticky bombs to take out the first set of juggernauts, is there any reason why some other player couldn't put 4 of THIER sticky bombs down to then deal with the net set?  Or is that an idiot question because one player detonating their sticky bombs detonates ALL nearby?

 

2. Is there an in-game reason why the minigun (or for that matter widowmaker) aren't available?  I had both greyed out - do I have to equip them and THEN go to thermal?

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