Grand Theft Auto V

Grand Theft Auto V

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Surviving Online: A crash course for the new, a deep-ish rundown for the old.
By NallyNally!
This guide will get you familiarized with the vast array of tools at your disposal to deal with most of the situations you'll be dealing with. Nasty, nasty situations.
   
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DISCLAIMER: IT'S ACTUALLY IN ENGLISH. Also, pretty outdated, but I'll get back on it soon-ish.
You know the usual deal, it's for added visibility. We write these guides to help people learn the game and have more fun with it, so we need that. If you came here expecting a guide in a different language, I apologize for wasting a little of your time. Hey, worst part, you got to look at screenshots in one of the twenty loading screens you're currently enduring, right?
So, who's this ♥♥♥♥♥♥♥ snarking and condescending at me?
I'm glad you asked! I'm Nally. I've played about a thousand hours of GTA Online. Also, my KD ratio looks like this:



Just so you know the guide about surviving is actually written by a guy who doesn't die that often. If you're still with me, let's begin.
How do I join a lobby that ISN'T instantly gonna kick my ass?
The first thing you're gonna do in singleplayer is set up your aim preference. Assisted Aim-Partial lets you lock onto one enemy. Assisted Aim-Full lets you lock onto one enemy, then switch to the next one with a flick of your stick/mouse. Free Aim doesn't let you lock onto any enemies.

Since Assisted Aim doesn't work well with many mouses, and sometimes it just flat out doesn't work at all, if you're a mouse player, you're gonna want free aim. If you plan on just playing co-op, you might as well leave it on assisted aim so your heist partners specially will be more effective, but then, of course, you'll have to...

Stay the ♥♥♥♥ away from freemode and/or other PvP environments.

The reason being, a controller guy is gonna get the drop on a mouse guy about 95% of the time. Unless we're talking sniping, in which case, the mouse guy will usually win. Unless the controller guy simply produces a minigun and turns Mouse Guy into swiss cheese. Which is fitting for a Mouse Guy.

If you join a match or session and the game prompts you to change your aim preference, remember all those talks about drugs they gave you when you were a kid, and just say no. If you say yes and go merrily play that deathmatch/freemode, and get swiftly destroyed by a guy with snap aim, that was to be expected, and you shouldn't get mad. Hell, you got into the game yourself.

You see, GTA Online is very likely to make you hate people. Instead of shagging everyone's mom, calling them names, and in doing so inviting them to kill you again and again until you're reduced to a sweaty, angry, extremely murdered mess, you should just take the smart options that are provided. Don't expect everyone to be nice and civil and just don't give them the option of killing you in the first place. By the end of this guide, I can guarantee you'll never fight on anything less than equal terms. Unless you choose to.


"I know what I'm doing, do you?"
What do all these stats even do?
If you've just started and had a look around the pause menu, you've definitely noticed this.

Your stats basically dictate how good you are at things. There are five. Well, there are seven, with one functionally just being an aggro bar, another being hidden and just measuring how good you are at being Aquaman, and the last being a free HP boost you get just by levelling up.

I feel these need an explanation mostly because the game does a crappy job of letting you know what, exactly, do any of these do. And specially the fact that higher level players get free health.

-Stamina-

Lets you run faster and sprint longer. Maxing it doesn't make you a whole lot faster, but then again, you're sluggish without it, so run around the map. Getting a BMX from the in-game pandamcycles website will max it out really quick. Overall, it just raises naturally, so grind is not strictly neccessary. Hookers raise it. Feel free to use that as an excuse.

-Strength-

Pretty useless. It lets you climb ladders faster, fall from bigger heights without dying, and punch people harder. You'll also take more punches.

-Shooting-

It's how you handle recoil, for the most part. Bad shooting means poorly, good shooting pretty well. Maxes out naturally with all the shooting you're gonna be doing, but it still feels slow. If you want to beef it out "quickly", go to the shooting gallery. The first shot is always pinpoint regardless, which makes for a funny contradiction: Deagles and the like are BETTER for low shooting characters than full auto guns.

-Stealth-

How much noise your character makes walking, even when out of stealth. Depending on what modes you play, it's borderline useless, or entirely useless. Maxes out in about 10 minutes of stealth takedowns anyway, so you might want to beef it up.

-Flying-

Whether the planes and choppers handle like every single person from the Smooth Criminal music video is performing on top of them, or just Paula Abdul and her cartoon cat. Point is, even with maxed out flying, you'll still lose control and wobble fairly often. Luckily for everyone, in a glorious showing of videogame logic, you can go to the flight school, repeat the parachuting mission about twenty times and come out an ace pilot. So that's nice.

-Driving-

Honestly, cars handle pretty well even at 0. But with all the fetch quests and long drives you're gonna be taking, it will max out soon enough. So don't worry about it. The turning radius is definitely noticeable, but not all that gamechanging.

-Mental State-

Ah, the beloved aggro bar. It fills a little when you kill peds, it fills a lot when you kill other players. When you turn red, other players get rewards for shooting you down, including a pretty sweet special t-shirt, so you probably wanna watch out. If you wanna empty it, just stop shooting at people. You'll get some RP for cooling out a number of times.

"This looks like a job for Aquaman!!!"
Lung capacity determines how long you can stay underwater. If you happen to be in a 2-star police chase near the beach, it's handy for ditching them. If not... Yeah, it's not really great. And that's not even getting into how rebreathers have made it almost entirely obsolete. They're not cheap, but you can stay underwater basically forever and ditch even 5 star chases that way. Anyway, if you're sitting on a yacht and you're really bored, you can take some dives. Maxes out reasonably fast.

-Max Health-
Raises with your levels, caps out at level 100. A big part of why coming at a big boy is likely to end with your sweet rosey cheeks pounded into the ground.
What advantages do the high levels hold over the low levels?
To put it mildly, with the double unlock system (Experience points+Money) any high level holds such an inmense advantage over you, it's not even funny. Yes, it is entirely possible to find that one guy who's so hopeless at videogames you can take him without breaking a sweat, even if he has a minigun, but that's not common.

The first thing I'd like to mention is that this game is an MMO with shooter mechanics. This means even if you are an amazing shot, you're STILL at several levels of disadvantage. First, they have more hitpoints. Second, they have better weapons. Third, they have better gear. (Helmets, jets and the like.)

I used to deathmatch all the time when I was a low level and I can tell you, I sure wish I hadn't. The effort that you have to put in to make up for the sheer level of disadvantage you're at is just not worth it. My advice to you is to grab some update weapons from Ammunation (Namely, the Bullpup Rifle, the Homing Launcher, the Heavy Pistol or Pistol .50 depending on your preference, and the Bullpup Shotgun) and run into a noob cave.

The noob caves are contact missions. PvP is a weird beast in this game. Horribly imbalanced and wildly unfair. Deathmatch is more or less balanced with a couple bewilderingly broken LOSING streaks and killing streak punishments. With map weapons, you stand a chance... Most of the time. If you insist on PvPing, do it there, and for all that's dear to you...


"Argh. That's what I get for messing with people out of my league..."

Stay the ♥♥♥♥ away from freemode and/or other PvP environments. Until you get some levels, of course.

Money Makin', the very beginning
I've already mentioned the contact missions, but that's definitely your starting point. First order of business after that tends to be grabbing a safehouse you can launch heists from.

Heists are elaborate, multi tier fetch quests that end in a genuine GTA style finale. They pay okay. They're still the best money-per-hour generator if you only run Pacific Standard with a competent crew. The plan here is to grind them for a while until you can afford a Biker Clubhouse/A CEO office/Both.

2X$ events on Adversary modes and the like tend to be a pretty good way to make some money, but it's still inferior to heists. Don't count on freemode events for anything but beer money, either.

Once you got that covered, you probably want to move on to Biker/CEO/Both.


Look at all that money!
Money Makin', Advanced
So here's the big debate: CEO, Biker or both?

CEO: I won't bore you to tears with the math, but the cliffsnotes version comes to this: Crates are roughly 220K per hour, and filling a large warehouse quickly would be somewhere in the ten hour range. This of course gets whooped by Heists easily, AND it costs money to buy into and to buy crates. Pacific Standard can be done in ~45 minutes and will net you around 340K with a crew. And that's without getting into "Hail Hydra, BOOOOM!" territory. So in short, the crates are risky, expensive and don't pay great. However, they CAN be done solo fairly easily.

Import/Export cars however are a MUCH sweeter deal, where you can source up to 40 cars and then sell them for a nice profit. 20K risk for an 80K instant profit is great. They do come with a cooldown, but again, they can be done solo fairly easily. Buying into this isn't cheap, however, I would say it's worth it in the long run, and you'll definitely make it a good investment with not a lot of effort.

Just as I mentioned that blowing up crates is fairly easy and rewarding, I'll mention that blowing up cars makes no sense logically, since you get nothing.

Stealing them means you COULD technically steal them for your own warehouse, but you really can't steal Top Range cars, which are what most people care even a little bit about to begin with. You can sell them with great effort for a measly 5K dollars. So in short, much less risky than the crates, with better payouts, and less work. If you wanna CEO, I would advice you to follow this route.


The life of a CEO

Biker: Bikers set up their businesses with great cost, but after that, what they get is a chance for entirely free (As long as they steal their supplies, which can be rather time consuming) income that fills on it's own.

Your input in the process is literally restock the place, and sell the product. The initial investment is quite hefty, don't get me wrong, but Biker businesses are a long game deal.

Eventually they will pay for themselves, as long as you keep them supplied. Having a couple friends who can help you move the large amounts of product in big sales is for the best.

The businesses that offer the best returns on investment (Obvious biker talk here, am I right?) are the Cocaine Lockup, the Counterfeit Cash Factory and the Meth Lab. If you want to skip the Weed Farm and the Document Forgery Office, feel free. Weed or Document sales may also be very difficult depending on your location at times.


The life of a Biker

Both: The fun part is that they actually sinergyze quite well. You can source cars while your Biker businesses stock up, sell those to make a tidy profit on the repair and/or crates cost, then sell some cars to resupply your businesses that much quicker. This sometimes ends up being a lot of work, so make sure you have the time for something this ambitious.


Deal or no deal?


We're Bikers

Choosing one or the other: If you're on the fence, I don't blame you. My advice to you is pick based on your activity. If you rather do a lot of missions for some cash now, you'll probably like CEO better. If what you want is something that builds up on it's own while you heist or otherwise screw around in freemode, Biker is definitely your jam. Biker is somewhat cheaper if you don't upgrade everything straight away, so having a small clubhouse and a Cocaine Lockup in Blaine County is quite affordable as soon as you've grinded ten PacStans or so.
PvP Combat Modes
My personal advice is hold off on this until you're level 70-ish. Then you'll be able to hold your own and not die in one shot. At this point flat deathmatch might just be a little old, but it's still there. You also have an assortment of adversary modes with a gimmick. I'll tell you what you need to know to do well in these modes.

Deathmatch: The first and in many ways the best, deathmatch comes in two flavors: Team and Normal. Normal just means Free For All. You can choose map or owned weapons, and there are some mechanics you need to know. Kill some players in a row and you'll get a Power Play. You get increased RP for kills, but if you die, you give the enemy a BST buff for a whole minute. If you die three times in a row, you'll get a losing streak. Quad Damage lasts for just one kill and is pretty self explainatory, Hide Blip scrambles your blip and hides shooting for the rest of the game. So technically, if you wanna cheese it, you could just kill yourself three times then move on to the enemy.

Extraction: You need to hunt a VIP who's probably hiding. The VIP has pretty bad weapons. The usual route to go is get on a chopper or a turret truck with a buddy. If you're on the turret insurgent, it's worth mentioning that you can hunker down behind the turret, making it much harder to hit you. If you're the VIP, stay out of sight until your bodyguards can come and help you out.

Entourage: The Objective has a functional Heavy Vest. This obviously is cruel. Trying to get into melee range is usually a good idea: If you can slap him with a gun, you'll get a couple seconds of free fire, and if you can knife him, it will hurt him just as if he had no vest. Otherwise, the assassins have strength in numbers. For the Objective and Bodyguards, keep moving. If you're the objective, keep your team in your area. You'll heal them up to 75% HP. With their better guns, this is usually enough to keep them alive through anything, which means they will be able to help you out.

Juggernaut: The Juggernaut is gonna have a great time and everyone else, not so much. Remember that you have more weapons than the minigun. You even have a railgun. No passive buffs to take into account here.

Till death do us part: Keep your buddy in your area, going for melee slaps is often a good idea, that's about it. Try to grab all the guns so you can swap-reload. By default, you only have the sweeper and a pistol.

Long story short, read the job description, make sure you understand it and work with your team rather than against it. The feeling of sheer rage when you play some Till Death Do Us Part and your teammate is actively fleeing from you "TO FLANK THEM, MAN :D" is amazing.

There are more modes, and I intend to update this section. But for now, I'm pretty sure you can figure it out with these basic tips. After all, you're the type to read guides.
Weapon Tier List
S Tier

These weapons are simply the best. BETTER THAN AAAAALL THE REEEST They do what every other gun does, but they do it better. You will see a lot of high rates of fire in this, and that is very much the meta in GTA Online. Guns that fire fast, but keep enough precision to land consistent headshots even at full auto. You should absolutely have all of these in your weapon wheel.


"Look at you two, what a lovely ♥♥♥♥♥♥♥ couple!"

Bullpup Rifle: Most likely the best weapon in the game. It does somewhat meh damage. However, it makes up for that in sheer rate of fire, being able to down even high level players in under a second of sustained fire with headshots. If you were to bodyshot, I'd reccomend the Advanced Rifle instead. Slightly better damage per shot.



Assault Shotgun: It unlocks early and it's a drum fed monstrosity that shoots ridiculously fast, for an insane amount of damage, and kills anything dead in two seconds even if you don't bother to headshot with it.



AP Pistol: Think of the traditional pinpoint accurate GTA pistol. Now give it full auto fire, and 36 rounds per magazine, and you have this. It will carry you through all the challenges of story mode easily. In Online, it's slightly less useful, but it makes up for that in versatility. You can use it for accurate drive-bys and in that awkward mid-short range that's no good for either the Rifle or the Shotgun. Unlocks at Rank 33.



Marksman Rifle: A VERY tough weapon to learn, it is none the less the weapon of choice of many great snipers. It kills in one headshot, and it's the only semiauto rifle, which opens a lot of possibilities. You can get a kill just by bodyshotting someone 3-5 times. If you plan on sniping in the long run, I suggest you pick this up early and master it as soon as possible. It offers no zoom, but the versatility it brings to the table is unmatched by the other sniper rifles.



Homing Launcher: Buffed RPG is pretty broken. It fires way faster projectiles than the RPG does, and they lock onto vehicles.



Sticky Charges: Throw and blow up on command. These are the best thrown explosives in the game, bar none. They outclass pretty much everything else in it's category.



A tier

These weapons are not outright broken and don't have the insane potential the S tiers do, but they're solid and will see you through many fights.

Combat Machinegun: With slightly longer range, better damage per shot and less rate of fire, it's a solid alternative to the Bullpup Rifle if you can get consistent headshots. It's pretty niche, however. It unlocks at Rank 80.



Grenade Launcher: An anticamp tool, pretty much. Don't rely on it for everything, but used at the right time in the right spots, it can be powerful. Unlocks at Rank 60.



Minigun: A heavy weapon that makes you slow, but has unmatched DPS potential. It's a tough one to master. It's really not a win button. You need to pick when you're pulling it out of your back pocket to make a play, and it should probably go back in right after. Unlocks at Rank 120.

B Tier

These weapons are gimmicky but useful in very specific situations.

Marksman Pistol: The absolute best contender for one shot and you're done in the game, it is however also a single shot weapon. A headshot will down anyone inside it's effective range, but that brings problems of it's own. Mastering it has been worthwhile for some, but most people prefer some of the other, more reasonable guns. The reload animation can't be cancelled.



Heavy Revolver: It kills most things dead in one headshot, and then you have to ♥♥♥♥ the hammer. Much like the MM Pistol, you can't break the animation. It's not great, however, it's slightly less gimmicky than the MM pistol. Also slightly less painful.



Heavy Sniper: It unlocks at Rank 90 and it excels at oneshotting players under 70. It doesn't even oneshot hard NPC enemies. Don't take me wrong, if you can headshot often with it, it's a fine weapon, but the marksman rifle outclasses it somewhat. It's also bolt action.



Micro SMG: It fires VERY fast and has pretty huge kickback. This will likely be your first serious weapon. Big case of magikarp power, this one. It will come back to be useful in drive-bys when you're high level, but for now, don't count on doing much with it. Unlocks at Rank 5.



Mini SMG: A mix of the AP Pistol and the Micro SMG, it's pretty great for drive-bys but little else. If you favor driving and shooting, this is a good addition to your arsenal.



C Tier

These are pretty much the weapons that are bad enough to point out. Unless you want them cluttering your weapon wheel, you'd better stay clear from these stinkers.

SNS Pistol: A nerfed basic peashooter. It's ridiculously bad. It takes five headshots to get a kill with it, crazy stuff. They probably shouldn't charge money for it.



Pump Shotgun: It's good if your shooting isn't all there yet, however. The range isn't amazing, but you know. It's ALMOST a niche gun. ALMOST.



Sniper Rifle: So outclassed by the other two, it's not even funny. Give it a pass.



Sawed off shotgun: Huge kick, two shots in one pull of the trigger, woeful range, and outclassed by pretty much everything else.



Highly specialized weapons

These are the ones that are more niche than even the niche. They're good for one thing only, usually. But they do deserve a mention.

Sweeper Shotgun: A full auto shotgun that fires very slowly. It's basically heavily nerfed Assault Shotgun, but it can be used from a bike. So that's it's use.



.50 Pistol: Fully accurate even if your shooting is 0/100. You'll outgrow it, but it's a great crutch early on.



Bullpup Shotgun: Same deal as the .50 Pistol. It's a buffed Pump with better range and tighter spread. Once you have the Assault Shotgun, you'll barely use it, but it's an amazing starter weapon.

Very bare bones racing guidelines
Take this with a grain of salt since I'm only alright-ish at racing.

Essential supercars: RE-7B is pretty much the go-to car nowadays. For niche players who prefer to exploit raw speed over overall mobility, the Pfister 811 is a fine choice. T20 is still strong in it's own right, but tends to suffer in straight lines. Point is... If you intend to race supers, start saving.

RE-7B


Pfister 811


T20


Essential bikes: Hakuchou Drag from the Bikers update is the fastest land vehicle. It's a little tricky, but it's overall really strong. Shotaro is a little faster around corners and turns, however, it's pretty much armed robbery with that pricetag. The serviceable Bati 801 RR costs only 12K and is a VERY good budget solution, and the Akuma is still a great contender on sinuous circuits.

Hakuchou Drag


Shotaro


Bati 801 RR


Akuma


Essential Sports cars: The Massacro Racecar has been the best since forever, far as I know. It's 385K, so that is nice. Most hardcore racers I know started racing seriously on sports cars, and many of them are even able to beat supers with just the Massacro and superior skills. Then again, many Super owners drive pretty much from wall to wall, so you know. Heh.

If you'd like to learn more on racing, the wiki has some fantastic articles on it.[gta.wikia.com]
The Freemode Basics
Freemode is horribly imbalanced. Like, really ♥♥♥♥♥♥♥ imbalanced. Really, really, REALLY imbalanced. Freemode is not about getting a fair fight at all, freemode is about living in a city full of criminals, and a good part of them are unstable and violent. And a good part of those are wealthy enough to afford a jet, a tank, full combat gear, and a handheld minigun.

And also

Rockstar/Take Two/Whatever third party studio is in charge of Online for the month not only knows this, but gives you tools to control it.

So overall, we have a LARGE map that hasn't been doublechecked for PvP, which means you can go into the nether in places, snipers are gamebreakers the size of Neptune, you can lock people in stores and gun them down through the door by blocking it with your car, and they can't even draw their gun on you, there are tanks on the streets, there are jets on the sky, and everybody is suspicious of each other.


Knowing that, you engage people at your own risk. Stay away from higher levels. Passive mode is your absolute best friend. When throwing down with someone, go for headshots and pick weapons that match the range you're at. I've seen people trying to snipe with single shots on an Assault Rifle. That stuff just doesn't work. If you need further help, read the weapon tier list.

Now, I'll explain to you most freemode mechanics that are likely to affect a fight.

Passive mode: Mostly just an "I'd like to watch, please" button. Used to get around the lobby without dying, it goes without saying, it CAN and often IS weaponized. Passive sucker punches where the guy passives up, walks to you, passives out and shoots you in the face are fairly common, and so is going passive to walk out of an open respawn zone.

Easy way out: EWO is your "I'd like another respawn that doesn't suck as much" button. It negates the kill for your enemy, counting in a suicide. This lowers your vs AI KD ratio that almost no PvPer gives a damn about, sometimes costs some money, and simply spawns you elsewhere. Used by many a Mouse sniper who suddenly finds himself in the clutches of a close range fighter. The more you use it, the further it will spawn you.

Cellphone: Brucie will give you BST, doubling your dealt and halving your taken damage for some money. Lester can scramble your blip for a minute. Off the radar comes with an announcement over everyone's radar, but BST doesn't, which makes it by far the more dangerous of the two. Any of them is basically bribing your way to victory.

Biker Perks: The President can Lead Formation, giving them all passive regen. The Road Captain may also be the one doing this. It's not useful in combat, but if you're engaged in an attrition battle against organized bikers, you should know they're likely to beat you. Sergeants-at-arms can drop Armor. (Or molotovs, but that won't be an issue... Ever.) Enforcers can and very often will send Hit Squads after you, since these are free. They can also drop armor. However, your highest priority is the Vice President, who can drop BST at will. If you don't take him out quick, odds are the Bikers will start going mad on everyone with very little hope of retaliation.

Organization Perks: Organizations don't have the strength in numbers that Bikers have, but every bodyguard gets stat boosts. Depending on the player, they may range from "Slightly harder mook than the rest of the mooks" to "Unstoppable one man army tearing through scores of enemy players by themselves". This is reinforced by CEO abilities: They can call in turreted limos which are tough and take several rockets to down, Buzzard attack choppers... They can also drop BST and super heavy armor. Taking on an Organization that actually attempts to fight back is never easy.
Freemode Vehicles (Vanilla and Heists)
We've covered the basics of freemode, and of course combat is still the same it was in the weapons guide and largely centered around shooting people in the face and avoiding being shot in the face yourself. But freemode also has some vehicles that can greatly influence the outcome of a fight.

Armored Kuruma: Probably the best known one, it's been around since the Heists update. The armored Kuruma stops most bullets, although you can shoot the driver just fine with a heavy sniper or an assault shotgun. Explosives are also a great counter to it. Most Kurumas tend to rush in brainlessly like they're invincible, and that works half the time. If you're dealing with a smart driver, they'll stay at a range and try to strafe while taking shots at your head. Regardless, it is not very strong.



Insurgent: Comes in two flavours, the no turret variant and the turret variant. The turret variant can tank a lot of damage, including up to five rockets. When more than one person is in them, these things are dangerous. If it's just the driver, feel free to take a shot at the wide, clear windows. Odds are you'll make an easy headshot.



Rhino Tank: It's largely fallen out of use. Many areas in the city bug out it's targetting, making the shots come wide even when properly aimed. It dies in 3-5 rockets and the NPCs absolutely love to smash into it for free damage, so it's not very reccomendable to not die. That said, it will net you about 5 kills minimum every time you use it, so you might want to consider it. It's definitely easier to learn than the Hydra or the Lazer.



Lazer Jet: The best way I can describe this is "A flying brick". It almost doesn't turn. However, it's more than fast enough to make three attempts at a target, turn around, reallign and try again until you get them eventually. They need to be stolen from the military base and the effort isn't usually worth it. With experience, though, the Lazer is the most broken thing in PvP bar none. It's fast enough to outrun Hydra jets, too, so keep that in mind if you intend to dogfight.



Hydra: Basically a super nerfed, much bigger version of the Lazer that handles like a boat. This makes taking aimed shots easier, at least. The Hydra isn't very fast, but it's available from helipad spawns. If you intend to get in on all the jet action, be aware that there's a hell of a learning curve. It will be some time before you're consistently hitting your targets, and even then, the Hydra can't make any shot like the Lazer can out of sheer determination.



Buzzard Attack Chopper: Ceos and VIPs can spawn them at will, so you'll see a lot. They're not very dangerous and go down in one rocket. You have a Homing Launcher, most like, so it won't be very hard. They're handy for getting around the map. Still somewhat useful in combat, but not as much nowadays.



Valkyrie: At it's most dangerous when above you with it's explosive weapon. If you're fighting it air to air, come from above and they won't stand a chance. It's fun to pick a couple kills here and there, but it's not great. Homing rockets down it pretty fast.



Savage: A flying coffin. No homing rockets, just machineguns, and big enough to not be able to dodge a rocket at all. I've seen people down it with RPGs. Simply put, a waste of your money if you want it for anything combat related.



Technical: A pickup truck with a big gun. It's alright! It's a faster version of the Insurgent Pick Up, but it's also less protected. It can't take a rocket, but it can dodge them most of the time. The gun is functionally the same as the Insurgent's. The gunner is also more exposed in this, and it's also cheaper than the Insurgent Pick Up. Decisions, decisions.

Freemode Vehicles (CEO stuff)
Turreted Limo: Basically, a nimbler Insurgent Pick Up. It doesn't have a .50 cal machine gun, it's actually a minigun, so the DPS also goes up. It can take one rocket without blowing up. It's 1.6M$, and if you buy it, you can call it in from the CEO Vehicles section in your M Menu. I wouldn't say it's a must have, but it's alright.



Armored Boxville: Have YOU ever dreamed of blowing 2.2M$ on a combat vehicle with a 5 person capacity that can't take a SINGLE ROCKET WITHOUT BLOWING UP!?!?!? Yeah, I didn't think so. Give it a pass. If you're still curious, that gun is the same as the Insurgent Pick Up, and the 5 man capacity makes it a mild threat, but it's basically Party Bus levels of "Blow us up now for a bunch of free kills". I wouldn't bother unless that money was really burning a hole in your pocket.



Technical Aqua: It's a Technical, and it's also a gunboat. That's it. For about 1,1M$ it's an okay deal. You won't get much mileage out of being able to go on the water, though.



Blazer Aqua: It's a Blazer, it has Buzzard machineguns and it floats. 1,32M$ with the trade price, as usual. Fun to take around, but nothing to stick to.



Ruiner 2000: It's just Kitt from Knight Rider. It has a limited number of homing missiles, it looks sorta cool and it has bottomless machineguns. It also has the classic "Jumping cars" cheat on by default and it comes with a parachute. This thing was toted as the best defense against jets. It's... Not. It's somewhat fun to play around, but honestly, I think the Rocket Voltic is much more fun to simply screw around with. This thing is supposed to be a combat vehicle, yet it can't take one rocket. Jump makes it easy to dodge them, at least. Overall, not a thing I'd bother putting time and effort into while the Hydra exists.

The wrap up + Changelog
19/02/17: It's finally updated! New content all around.

I hope this will help you have a much better experience on GTA Online.

PC's on the fritz and I'm looking to get a new one. If you feel extra nice and want to help me out, you could give my new youtube project a shot. It's retro reviews that are SOMETIMES funny.

https://www.youtube.com/channel/UCRUTkZkXqdslpL8F0RWLwWw?view_as=subscriber

If you got this far, thank you for reading.

85 Comments
NallyNally!  [author] 31 Mar, 2019 @ 8:22am 
I see, it was changed in the Smuggler's Update. Well, the guide really needs an overhaul by now, if I ever get back into Online. x)
Deadbat 31 Mar, 2019 @ 7:40am 
the savage takes four players now https://youtu.be/_v7Xb8DuVPI?t=281
NallyNally!  [author] 30 Mar, 2019 @ 8:26pm 
Oh, thanks for calling it, but it seems to be alright. Valkyrie's the one that takes up to four players, Savage takes only one. Valk's the one used in the Humane Labs heist I think. Did they just change it?
Deadbat 30 Mar, 2019 @ 7:45pm 
the info for the savage and valkyrie are switched up
NallyNally!  [author] 27 Mar, 2019 @ 3:44pm 
So you can call it back at your leisure, pretty much. Mild convenience. Or you could just buy a spawn near Zancudo. You know, the usual answer with these things tends to be because $. Thanks for reading, guide's a bit outdated but I might get back on it one day.
Trobby 27 Mar, 2019 @ 10:28am 
6 million for a jet that i can easily just hijack from zancudo??? WHY?
Valkorion 13 Jul, 2018 @ 1:36am 
Haha, the picture for this guide is blurred.
Filip 28 May, 2018 @ 11:18am 
theres no effort in stealing a lazer
give lester a call, bribe the cops, go to the fort and get it without anyone bothering you
SUPER-TANK 10 Apr, 2018 @ 3:01am 
You need a lot of funds to make yourself broken and strong enough to make yourself the true one-man-army
Against clean players, they don't stand a chance