As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/

[GTAV/O... and 6?] - Return to Vice City in 2025

15657596162

Posts

  • General_ArmchairGeneral_Armchair Registered User regular
    The original run of the perico heist can be soloed. The only thing on the rails about it is that the primary target is locked into being the madroza files.

    3DS Friend Code:
    Armchair: 4098-3704-2012
  • General_ArmchairGeneral_Armchair Registered User regular
    edited January 2021
    I'm honestly expecting the perico heist to be nerfed in some fashion since it's ridiculously lucrative right now. I'm curious how R* would go about nerfing it. If I were R*, the nerf would be simply removing the cutting torch's ability to cut locks. This would accomplish the following:

    1: The explosives mission would become mandatory since you need to guarantee that the player has a means of breaking the padlock that gates access to the primary loot. This extra setup mission will make running the setups take slightly longer.
    2: In order to silently open loot rooms, you will need to find bolt cutters. This gives you a reason to scout the island for the presently useless bolt cutters.
    3: It basically kills the full stealth drainpipe to extract runs, which I think would be a an IDEAL end result since I think that it is pretty pants on head that a heist whose central theme is scouting an randomized island to plan an optimal heist run has a meta of "ignore scouting the island completely." You could still stealthily infiltrate the compound via that route, but the extraction would be loud which could cause some complications in gathering secondary loot when solo.
    4: It gives a purpose to the disruption missions and using the cutting powder, since there is presently no reason at all to use those when it is SO EASY to maintain perfect stealth runs. If there are no readily accessible bolt cutters present to maintain stealth, then you may want to spend the time nerfing the defenses with the disruption preps to make going loud less hazardous.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
  • übergeekübergeek Sector 2814Registered User regular
    Ok just finishing up the story intel part, but I have a question. If I don't spot the secondary stuff through sneaking around or the cameras, does that mean that if I didn't look in the main dock area nothing will spawn there, or there's always a chance of something being in unseen areas and you just have to hope something is there when you run by?

    camo_sig.png
  • General_ArmchairGeneral_Armchair Registered User regular
    edited January 2021
    All of the stuff that you can find during the scouting section of the map is present during the finale regardless of if you found it or not. That's why the "meta" is to save time and not scout anything whatsover, rush the compound via the drain pipe, and then just load up on whatever isn't bolted down between Rubio's office and the first few loot tables at the main docks.

    I prefer scouting the island and then planning routes that get me double coke. I think that helps keep things interesting, the IMO the average higher payouts per run over the meta keeps you roughly in pace with the meta, but by far the most common approach is to ignore scouting all of the secondary targets and points of interest and just stealing whatever you happen to find first. I think that is REALLY dumb in a heist whose central thing is to scout the island to plan the run, so I would be in favor of changes that make the "skip all of the scouting" approaches decidedly non-meta.


    The only exception is that if you scout the supply truck at the location that's just outside Rubio's compound's front gate, then apparently during the finale the supply truck is patrolling around. That's what I've heard at least. I haven't bumped into it on patrol. Aside from that, the map is the same when scouting as it is when running the finale. You don't even need to take pictures of the secondary loot or points of interest. Taking a picture just marks the item on your map. If you simply remember that coke spawned in the hangar, then you can take advantage of that knowledge during the finale.

    I suppose another change during the finale is that vehicle spawns seem to randomize a bit during the finale. For example, I don't always have a motorbike at the airfield during the finale.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
  • übergeekübergeek Sector 2814Registered User regular
    All of the stuff that you can find during the scouting section of the map is present during the finale regardless of if you found it or not. That's why the "meta" is to save time and not scout anything whatsover, rush the compound via the drain pipe, and then just load up on whatever isn't bolted down between Rubio's office and the first few loot tables at the main docks.

    I prefer scouting the island and then planning routes that get me double coke. I think that helps keep things interesting, the IMO the average higher payouts per run over the meta keeps you roughly in pace with the meta, but by far the most common approach is to ignore scouting all of the secondary targets and points of interest and just stealing whatever you happen to find first. I think that is REALLY dumb in a heist whose central thing is to scout the island to plan the run, so I would be in favor of changes that make the "skip all of the scouting" approaches decidedly non-meta.


    The only exception is that if you scout the supply truck at the location that's just outside Rubio's compound's front gate, then apparently during the finale the supply truck is patrolling around. That's what I've heard at least. I haven't bumped into it on patrol. Aside from that, the map is the same when scouting as it is when running the finale. You don't even need to take pictures of the secondary loot or points of interest. Taking a picture just marks the item on your map. If you simply remember that coke spawned in the hangar, then you can take advantage of that knowledge during the finale.

    I suppose another change during the finale is that vehicle spawns seem to randomize a bit during the finale. For example, I don't always have a motorbike at the airfield during the finale.

    Good to know. I noticed that although I snuck through the main dock, it wasn't an option for me, so instead of doing the next part I went back just to take the picture so it would be an option for escaping.

    camo_sig.png
  • ErlkönigErlkönig Seattle, WARegistered User regular
    Hmm...trying to unlock being able to buy the sub because I needs all the things, and something that I guess I overlooked in all the guides and what-not for doing the CP heist. In order to even get the sub, you need to pony up the $1.5mil minimum for the casino penthouse.

    Well...guess I'm going to need to be doing a few heists.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • übergeekübergeek Sector 2814Registered User regular
    Erlkönig wrote: »
    Hmm...trying to unlock being able to buy the sub because I needs all the things, and something that I guess I overlooked in all the guides and what-not for doing the CP heist. In order to even get the sub, you need to pony up the $1.5mil minimum for the casino penthouse.

    Well...guess I'm going to need to be doing a few heists.

    I haven't paid attention, but I don't think you need the penthouse, you should just need an Arcade. Some people think they need the penthouse to go into Music Locker, but that's untrue, the door to that is to the left of the front doors.

    camo_sig.png
  • ErlkönigErlkönig Seattle, WARegistered User regular
    edited January 2021
    übergeek wrote: »
    Erlkönig wrote: »
    Hmm...trying to unlock being able to buy the sub because I needs all the things, and something that I guess I overlooked in all the guides and what-not for doing the CP heist. In order to even get the sub, you need to pony up the $1.5mil minimum for the casino penthouse.

    Well...guess I'm going to need to be doing a few heists.

    I haven't paid attention, but I don't think you need the penthouse, you should just need an Arcade. Some people think they need the penthouse to go into Music Locker, but that's untrue, the door to that is to the left of the front doors.

    Every time I've tried to go to Music Locker, it pops up a window saying it's only accessible when you have a penthouse. Checked this last night.

    Erlkönig on
    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • Zilla360Zilla360 21st Century. |She/Her| Trans* Woman In Aviators Firing A Bazooka. ⚛️Registered User regular
    I bought the sub and I don't own the casino penthouse. I do have a regular penthouse apartment though, with the old heist planning room in it.

    |Ko-Fi Me! ☕😎|NH844lc.png | PSN | chi-logo-only-favicon.png(C.H.I) Ltd. |🏳️⚧️♥️
  • ErlkönigErlkönig Seattle, WARegistered User regular
    I see what übergeek was talking about. When the original cutscene played, Madroza walked into a door to the left of the elevator, so thought that was the door they were talking about. After running around the roof terrace and seeing the double-note on the mini-map, I figured out it was on the side of the casino, on ground level.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • General_ArmchairGeneral_Armchair Registered User regular
    I don't believe that you need an arcade or a penthouse. IIRC you just need to visit the cutscene at the music locker, which is near the waste disposal exit of the casino (outside at the northern face of the building)

    3DS Friend Code:
    Armchair: 4098-3704-2012
  • übergeekübergeek Sector 2814Registered User regular
    Ok, another dumb question, I've collected enough stuff for the finale. After I do the finale for the files, will I still need to steal the guns again? I noticed in most videos the player has most if not all of the guns and I found it odd that he'd go out and steal most of the different weapons when the AR kit silenced is what everyone is using it seems.

    camo_sig.png
  • General_ArmchairGeneral_Armchair Registered User regular
    Yes, you'll need to re-run all of the setup missions. The heist's narrative is that you collect new equipment that can't be traced to you and dispose of it afterwards so that there aren't any loose ends that Rubio can grab ahold of to trace the heists back to you.

    3DS Friend Code:
    Armchair: 4098-3704-2012
  • übergeekübergeek Sector 2814Registered User regular
    Yes, you'll need to re-run all of the setup missions. The heist's narrative is that you collect new equipment that can't be traced to you and dispose of it afterwards so that there aren't any loose ends that Rubio can grab ahold of to trace the heists back to you.

    Ok thanks, I guess once I get my million plus, I'm going to just grind out Motor Wars for the last few hundred thousand for the Sparrow so I can fly around and collect everything faster.

    camo_sig.png
  • General_ArmchairGeneral_Armchair Registered User regular
    If you wish to. Nothing is stopping you from running the heist again without the sparrow to grab ~1.5 mil in a bit over an hour without the sparrow.

    Also, don't forget that you can use one of the bikes or super cars that the criminal enterprise pack gave you to complete the weekly time trial. IIRC the par time for that gives $100k, and you can cash in on that every week.

    3DS Friend Code:
    Armchair: 4098-3704-2012
  • übergeekübergeek Sector 2814Registered User regular
    If you wish to. Nothing is stopping you from running the heist again without the sparrow to grab ~1.5 mil in a bit over an hour without the sparrow.

    Also, don't forget that you can use one of the bikes or super cars that the criminal enterprise pack gave you to complete the weekly time trial. IIRC the par time for that gives $100k, and you can cash in on that every week.

    Well at least this first time, I'd have to get the code or glass cutter, the cutter for the grate, the cloner, and guns. The biggest pain is running back and forth, so I figure eliminating that would be nice.

    camo_sig.png
  • General_ArmchairGeneral_Armchair Registered User regular
    It is nice, but even just driving around LS in your supercar or calling Pegasus for your frogger is arguably faster than grinding money via alternative means.

    You can call merryweather for a helicopter pickup and they'll send you a maverick for 1k. Just kill the pilot and off you go. As a CEO, you can send 5k for a luxury helicopter pickup and can steal that helicopter by murdering the pilot. IIRC those luxury helicopters are a bit faster than the maverick. Also as a CEO, you can pay IIRC 25k to spawn a buzzard(free if you own a buzzard) . Even if you threw that buzzard away every time and respawned it for every setup mission, it would only cost you 150k for the six missions. Scouting mission, weapons, three mandatory preps, and the vehicle prep mission.

    Considering the ~1.5 million that you'll make from the heist, you will make back the expense of paying for all of those buzzards.

    3DS Friend Code:
    Armchair: 4098-3704-2012
  • übergeekübergeek Sector 2814Registered User regular
    It is nice, but even just driving around LS in your supercar or calling Pegasus for your frogger is arguably faster than grinding money via alternative means.

    You can call merryweather for a helicopter pickup and they'll send you a maverick for 1k. Just kill the pilot and off you go. As a CEO, you can send 5k for a luxury helicopter pickup and can steal that helicopter by murdering the pilot. IIRC those luxury helicopters are a bit faster than the maverick. Also as a CEO, you can pay IIRC 25k to spawn a buzzard(free if you own a buzzard) . Even if you threw that buzzard away every time and respawned it for every setup mission, it would only cost you 150k for the six missions. Scouting mission, weapons, three mandatory preps, and the vehicle prep mission.

    Considering the ~1.5 million that you'll make from the heist, you will make back the expense of paying for all of those buzzards.

    Possibly a non stupid question. Can I access the elevator to the office from the vault, or can you only ride it down? There's a painting up there and the way I was going to go means I wouldn't try for the office.

    camo_sig.png
  • General_ArmchairGeneral_Armchair Registered User regular
    You can. You still need to do the fingerprint hack though.

    3DS Friend Code:
    Armchair: 4098-3704-2012
  • übergeekübergeek Sector 2814Registered User regular
    edited January 2021
    Ok that took me 3 and half hours.....if the key doesn't drop off the first couple of guys, what i realized I should have done was suicide until I got it on that first pair but I didn't. Then sometimes the headshots didn't register so that would cause a reset.-Then- the one time I got to the gate just as I hit it the alarm went off for some reason so I had to alt F4 and start from the top. Most of the time I wasted was not realizing that the key was totally random and not on the guys consistently in that area.

    Upside, came away with 1.4 million, and then a bunch of first time achievements popped that were apparently for about half a mill, so I have the cash for the Sparrow, no grind needed (except for the guns).

    Thanks again Armchair, couldn't have got this far this fast without you.

    übergeek on
    camo_sig.png
  • General_ArmchairGeneral_Armchair Registered User regular
    One more thing, you don't really need the gate key. That's just necessary to open up the assorted wrought iron gates within the compound, such as the ones that leads to the side passage into the basement. Rubio's office is unlocked. So you can just make a beeline to his office, raid his safe, and then ride the elevator down into the basement.

    3DS Friend Code:
    Armchair: 4098-3704-2012
  • übergeekübergeek Sector 2814Registered User regular
    edited January 2021
    One more thing, you don't really need the gate key. That's just necessary to open up the assorted wrought iron gates within the compound, such as the ones that leads to the side passage into the basement. Rubio's office is unlocked. So you can just make a beeline to his office, raid his safe, and then ride the elevator down into the basement.

    Wait, there's an office safe? I only noticed a painting, but maybe the camera didn't point it out during the intel part so I didn't bother to look around more.

    übergeek on
    camo_sig.png
  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
  • General_ArmchairGeneral_Armchair Registered User regular
    edited January 2021
    übergeek wrote: »
    One more thing, you don't really need the gate key. That's just necessary to open up the assorted wrought iron gates within the compound, such as the ones that leads to the side passage into the basement. Rubio's office is unlocked. So you can just make a beeline to his office, raid his safe, and then ride the elevator down into the basement.

    Wait, there's an office safe? I only noticed a painting, but maybe the camera didn't point it out during the intel part so I didn't bother to look around more.

    If you were sitting in Rubio's office chair, it's the wall on your left. There are a bunch of pictures on it. Interact with the wall to open it. It contains a random sum that's ~50k-100k

    That's crazy. I wonder if the aggressive approach might get the potential max payout if have the pink diamond as the loot. It all kinda hinges on aggroing that guard to open that door for you.

    edit:
    Although I guess disruption preps could slow it down. I wonder if aggressive is feasible with just cutting powder. It certainly gives the guards stormtrooper aim.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
  • übergeekübergeek Sector 2814Registered User regular
    edited January 2021
    So I just ran anothe heist, got the booze, and I already restarted once and got the booze that time as well, so just for practice sake I did it and cleared it much faster, only screwed up the first time due to headshots being a bit wonky and I know it's not me and my shooting is at about 96 right now.

    So now I have about 1.3 million, and I don't know what to get next and there's a ton of stuff I need.

    I need.....

    Facility, Bunker (move it to somewhere other than the free Paleto location and fully upgrade), Arcade, Penthouse, Hangar, not sure if I need the missile or sonar for the sub (skipping minisub for a toreador eventually), Nightclub upgrade for passive income.

    Vehicles I need a MoC, Terrobyte, Toreador, Armored Kurama, Deluxo, Insurgent....upgrade my Tyrus?

    Weapons, I have the upgrade bench in the sub so I need whatever good stuff I can get from that, I saw a list with explosive pump and sniper, armor piercing revolver, and combat mg mk 2. Not sure if any of that is right.


    So, what do I upgrade/buy in what order?

    übergeek on
    camo_sig.png
  • General_ArmchairGeneral_Armchair Registered User regular
    edited January 2021
    Assuming that you really want to min-max your income, I'd prioritize like the following.
    1. If you haven't yet, buy the sparrow for the submarine and upgrade it with missiles. This will pretty much cap out your active income efficiency by allowing you to grind the perico heist easier.
    2. Begin working on building up passive income sources. Start by relocating your bunker. Chumash and Farmhouse are the "meta" bunkers for money grinding. If I were relocating from route 68, I'd probably grab Farmhouse because I like the roads near there and I like the scenery around that bunker more. However Chumash is cheaper. They're both winners. Buy the staff, production, and living quarters upgrades. I recommend buying one set of supplies, coming back later once it's converted into guns, and selling it in a public lobby while concealed under the cloak of Ghost Organization to maximize those sweet high demand gains. The good sell missions are the black insurgent (not to be confused with the Green insurgent that makes you fight at five different delivery locations), the phantom wedge, and to a lesser extent the monster truck. The living quarters is so that you can easily fast travel to it by setting it as your spawn location and finding a new session.
    3. Buy a nightclub. DO NOT BUY THE MULE CUSTOM. Ultimately you'll want to max out storage capacity and # of technicians, but that be upgraded piecemeal as you purchase satellite businesses.
    4. Buy all of the satellite businesses for the nightclub. The five good ones are the Bunker, coke, meth, counterfeit cash, and your choice of either a CEO crate warehouse or a hangar (both of the later two source the same material for the nightclub). Small CEO warehouses are cheaper, but the hangar allows you to own personal aircraft and access Ft Zancudo if you buy one at Ft Zancudo.
    5. Buy an arcade, go into the management menu of the arcade, and populate every single square inch of space within the arcade with an arcade cabinet. You may need to purchase one of the cheaper single cabinet games to do this since IIRC the default game that comes with the arcade can only be placed in groups of 4.

    That's pretty much it. You will visit the bunker every ~2 hours to sell a quick load of guns. Much rarer you'll visit the nightclub to sell goods or visit your arcade to pickup the money from the safe. Occasionally you may opt to partake in a business battle to grab some extra goods for the nightclub. It's relatively rare that I see anyone competing for the business battles, and the easy ones are easy money. Although the longer business battles may not be worth the time compared to running the perico heist. I own the Cypress flats nightclub because it has easy highway access, is close to the piers for sale missions that bring me there, is on a wide road that I can land aircraft at, and relatively new addition is that it is close to the USS Luxington business battle and some steelworks business battle that were added over the summer.

    If you idle all day while you're not playing, then the nightclub can produce ~700-800k worth of profit each day that you can collect via a quick sell mission every day.


    The mk2 weapon upgrades will be unlocked via research conducted at the bunker. It's a HUGE time and or money sink, and I'm inclined to recommend just biting the bullet and sinking the loads of cash from the perico heist into fast-tracking the bunker research.

    As far as vehicles go, you don't really NEED any of those. Although feel free to buy whichever looks fun. IMO the nightclub's speedo custom ecplipses the armored kurama for free-roam stuff. You don't really need a MOC unless you are wanting to unlock the discounted trade prices for some vehicles. You will need a weaponized vehicle workshop to upgrade some weapnized vehicles, and your two choices are the MOC and the avenger. The MOC is however basically a near invincible truck, so that's occasionally a cute thing to have.

    IMO you should eventually buy an RC bandito since it's fun. The scramjet is also fun. Both are rather expensive toys though.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
  • übergeekübergeek Sector 2814Registered User regular
    edited January 2021
    Assuming that you really want to min-max your income, I'd prioritize like the following.
    1. If you haven't yet, buy the sparrow for the submarine and upgrade it with missiles. This will pretty much cap out your active income efficiency by allowing you to grind the perico heist easier.
    2. Begin working on building up passive income sources. Start by relocating your bunker. Chumash and Farmhouse are the "meta" bunkers for money grinding. If I were relocating from route 68, I'd probably grab Farmhouse because I like the roads near there and I like the scenery around that bunker more. However Chumash is cheaper. They're both winners. Buy the staff, production, and living quarters upgrades. I recommend buying one set of supplies, coming back later once it's converted into guns, and selling it in a public lobby while concealed under the cloak of Ghost Organization to maximize those sweet high demand gains. The good sell missions are the black insurgent (not to be confused with the Green insurgent that makes you fight at five different delivery locations), the phantom wedge, and to a lesser extent the monster truck. The living quarters is so that you can easily fast travel to it by setting it as your spawn location and finding a new session.
    3. Buy a nightclub. DO NOT BUY THE MULE CUSTOM. Ultimately you'll want to max out storage capacity and # of technicians, but that be upgraded piecemeal as you purchase satellite businesses.
    4. Buy all of the satellite businesses for the nightclub. The five good ones are the Bunker, coke, meth, counterfeit cash, and your choice of either a CEO crate warehouse or a hangar (both of the later two source the same material for the nightclub). Small CEO warehouses are cheaper, but the hangar allows you to own personal aircraft and access Ft Zancudo if you buy one at Ft Zancudo.
    5. Buy an arcade, go into the management menu of the arcade, and populate every single square inch of space within the arcade with an arcade cabinet. You may need to purchase one of the cheaper single cabinet games to do this since IIRC the default game that comes with the arcade can only be placed in groups of 4.

    That's pretty much it. You will visit the bunker every ~2 hours to sell a quick load of guns. Much rarer you'll visit the nightclub to sell goods or visit your arcade to pickup the money from the safe. Occasionally you may opt to partake in a business battle to grab some extra goods for the nightclub. It's relatively rare that I see anyone competing for the business battles, and the easy ones are easy money. Although the longer business battles may not be worth the time compared to running the perico heist. I own the Cypress flats nightclub because it has easy highway access, is close to the piers for sale missions that bring me there, is on a wide road that I can land aircraft at, and relatively new addition is that it is close to the USS Luxington business battle and some steelworks business battle that were added over the summer.

    If you idle all day while you're not playing, then the nightclub can produce ~700-800k worth of profit each day that you can collect via a quick sell mission every day.


    The mk2 weapon upgrades will be unlocked via research conducted at the bunker. It's a HUGE time and or money sink, and I'm inclined to recommend just biting the bullet and sinking the loads of cash from the perico heist into fast-tracking the bunker research.

    As far as vehicles go, you don't really NEED any of those. Although feel free to buy whichever looks fun. IMO the nightclub's speedo custom ecplipses the armored kurama for free-roam stuff. You don't really need a MOC unless you are wanting to unlock the discounted trade prices for some vehicles. You will need a weaponized vehicle workshop to upgrade some weapnized vehicles, and your two choices are the MOC and the avenger. The MOC is however basically a near invincible truck, so that's occasionally a cute thing to have.

    IMO you should eventually buy an RC bandito since it's fun. The scramjet is also fun. Both are rather expensive toys though.

    I have the sparrow and missles already, I have a nightclub. I have a Medium CEO warehouse full waiting for a crate bonus weekend.

    Sidenote, I noticed that I am not getting any counterfeit cash from my one tech anymore. Is that because my business has no stock? My crates are full and I'm still getting those at the club, and my cash place is half full with stuff to sell but no supplies to process anymore. I thought it worked independently?

    As for the upgrades, I have the weapon bench in the sub, and it gives me the option to click upgrade and I think it was giving me money amounts. It also gave me access to Heavy Sniper before I hit lv 100. I -think- it might be bugged and will let me put in MkII upgrades without the research part, which would be nice.

    EDIT It won't let me use ammo types but my Heavy Sniper is now MKII, so I will have to dump the money into research eventually....

    übergeek on
    camo_sig.png
  • SpoitSpoit *twitch twitch* Registered User regular
    TBH, I'd not waste time/money on actually producing stuff at any of the biker buisnesses, their missions suuuuuuuck. And you take a much larger hit for reseting them, compared to the bunker.

    steam_sig.png
  • SniperGuySniperGuy SniperGuyGaming Registered User regular
    übergeek wrote: »
    Assuming that you really want to min-max your income, I'd prioritize like the following.
    1. If you haven't yet, buy the sparrow for the submarine and upgrade it with missiles. This will pretty much cap out your active income efficiency by allowing you to grind the perico heist easier.
    2. Begin working on building up passive income sources. Start by relocating your bunker. Chumash and Farmhouse are the "meta" bunkers for money grinding. If I were relocating from route 68, I'd probably grab Farmhouse because I like the roads near there and I like the scenery around that bunker more. However Chumash is cheaper. They're both winners. Buy the staff, production, and living quarters upgrades. I recommend buying one set of supplies, coming back later once it's converted into guns, and selling it in a public lobby while concealed under the cloak of Ghost Organization to maximize those sweet high demand gains. The good sell missions are the black insurgent (not to be confused with the Green insurgent that makes you fight at five different delivery locations), the phantom wedge, and to a lesser extent the monster truck. The living quarters is so that you can easily fast travel to it by setting it as your spawn location and finding a new session.
    3. Buy a nightclub. DO NOT BUY THE MULE CUSTOM. Ultimately you'll want to max out storage capacity and # of technicians, but that be upgraded piecemeal as you purchase satellite businesses.
    4. Buy all of the satellite businesses for the nightclub. The five good ones are the Bunker, coke, meth, counterfeit cash, and your choice of either a CEO crate warehouse or a hangar (both of the later two source the same material for the nightclub). Small CEO warehouses are cheaper, but the hangar allows you to own personal aircraft and access Ft Zancudo if you buy one at Ft Zancudo.
    5. Buy an arcade, go into the management menu of the arcade, and populate every single square inch of space within the arcade with an arcade cabinet. You may need to purchase one of the cheaper single cabinet games to do this since IIRC the default game that comes with the arcade can only be placed in groups of 4.

    That's pretty much it. You will visit the bunker every ~2 hours to sell a quick load of guns. Much rarer you'll visit the nightclub to sell goods or visit your arcade to pickup the money from the safe. Occasionally you may opt to partake in a business battle to grab some extra goods for the nightclub. It's relatively rare that I see anyone competing for the business battles, and the easy ones are easy money. Although the longer business battles may not be worth the time compared to running the perico heist. I own the Cypress flats nightclub because it has easy highway access, is close to the piers for sale missions that bring me there, is on a wide road that I can land aircraft at, and relatively new addition is that it is close to the USS Luxington business battle and some steelworks business battle that were added over the summer.

    If you idle all day while you're not playing, then the nightclub can produce ~700-800k worth of profit each day that you can collect via a quick sell mission every day.


    The mk2 weapon upgrades will be unlocked via research conducted at the bunker. It's a HUGE time and or money sink, and I'm inclined to recommend just biting the bullet and sinking the loads of cash from the perico heist into fast-tracking the bunker research.

    As far as vehicles go, you don't really NEED any of those. Although feel free to buy whichever looks fun. IMO the nightclub's speedo custom ecplipses the armored kurama for free-roam stuff. You don't really need a MOC unless you are wanting to unlock the discounted trade prices for some vehicles. You will need a weaponized vehicle workshop to upgrade some weapnized vehicles, and your two choices are the MOC and the avenger. The MOC is however basically a near invincible truck, so that's occasionally a cute thing to have.

    IMO you should eventually buy an RC bandito since it's fun. The scramjet is also fun. Both are rather expensive toys though.

    I have the sparrow and missles already, I have a nightclub. I have a Medium CEO warehouse full waiting for a crate bonus weekend.

    Sidenote, I noticed that I am not getting any counterfeit cash from my one tech anymore. Is that because my business has no stock? My crates are full and I'm still getting those at the club, and my cash place is half full with stuff to sell but no supplies to process anymore. I thought it worked independently?

    As for the upgrades, I have the weapon bench in the sub, and it gives me the option to click upgrade and I think it was giving me money amounts. It also gave me access to Heavy Sniper before I hit lv 100. I -think- it might be bugged and will let me put in MkII upgrades without the research part, which would be nice.

    EDIT It won't let me use ammo types but my Heavy Sniper is now MKII, so I will have to dump the money into research eventually....

    The nightclub is nice because it produces stuff without needing any stock. But the side businesses that you link to it still work independently and require stock. Also basically none of them are worth doing at all.

    Research for some of the better guns is a good idea at the bunker, but I think it's technically more efficient to let it tick once, then switch it off research to money making and just buy the full research.

    I haven't figured out if the military rifle is better than the special carbine or the MKII machine gun yet but they're all pretty good. MKII sniper with explosive rounds is real fun.

  • General_ArmchairGeneral_Armchair Registered User regular
    übergeek wrote: »
    Assuming that you really want to min-max your income, I'd prioritize like the following.
    1. If you haven't yet, buy the sparrow for the submarine and upgrade it with missiles. This will pretty much cap out your active income efficiency by allowing you to grind the perico heist easier.
    2. Begin working on building up passive income sources. Start by relocating your bunker. Chumash and Farmhouse are the "meta" bunkers for money grinding. If I were relocating from route 68, I'd probably grab Farmhouse because I like the roads near there and I like the scenery around that bunker more. However Chumash is cheaper. They're both winners. Buy the staff, production, and living quarters upgrades. I recommend buying one set of supplies, coming back later once it's converted into guns, and selling it in a public lobby while concealed under the cloak of Ghost Organization to maximize those sweet high demand gains. The good sell missions are the black insurgent (not to be confused with the Green insurgent that makes you fight at five different delivery locations), the phantom wedge, and to a lesser extent the monster truck. The living quarters is so that you can easily fast travel to it by setting it as your spawn location and finding a new session.
    3. Buy a nightclub. DO NOT BUY THE MULE CUSTOM. Ultimately you'll want to max out storage capacity and # of technicians, but that be upgraded piecemeal as you purchase satellite businesses.
    4. Buy all of the satellite businesses for the nightclub. The five good ones are the Bunker, coke, meth, counterfeit cash, and your choice of either a CEO crate warehouse or a hangar (both of the later two source the same material for the nightclub). Small CEO warehouses are cheaper, but the hangar allows you to own personal aircraft and access Ft Zancudo if you buy one at Ft Zancudo.
    5. Buy an arcade, go into the management menu of the arcade, and populate every single square inch of space within the arcade with an arcade cabinet. You may need to purchase one of the cheaper single cabinet games to do this since IIRC the default game that comes with the arcade can only be placed in groups of 4.

    That's pretty much it. You will visit the bunker every ~2 hours to sell a quick load of guns. Much rarer you'll visit the nightclub to sell goods or visit your arcade to pickup the money from the safe. Occasionally you may opt to partake in a business battle to grab some extra goods for the nightclub. It's relatively rare that I see anyone competing for the business battles, and the easy ones are easy money. Although the longer business battles may not be worth the time compared to running the perico heist. I own the Cypress flats nightclub because it has easy highway access, is close to the piers for sale missions that bring me there, is on a wide road that I can land aircraft at, and relatively new addition is that it is close to the USS Luxington business battle and some steelworks business battle that were added over the summer.

    If you idle all day while you're not playing, then the nightclub can produce ~700-800k worth of profit each day that you can collect via a quick sell mission every day.


    The mk2 weapon upgrades will be unlocked via research conducted at the bunker. It's a HUGE time and or money sink, and I'm inclined to recommend just biting the bullet and sinking the loads of cash from the perico heist into fast-tracking the bunker research.

    As far as vehicles go, you don't really NEED any of those. Although feel free to buy whichever looks fun. IMO the nightclub's speedo custom ecplipses the armored kurama for free-roam stuff. You don't really need a MOC unless you are wanting to unlock the discounted trade prices for some vehicles. You will need a weaponized vehicle workshop to upgrade some weapnized vehicles, and your two choices are the MOC and the avenger. The MOC is however basically a near invincible truck, so that's occasionally a cute thing to have.

    IMO you should eventually buy an RC bandito since it's fun. The scramjet is also fun. Both are rather expensive toys though.

    I have the sparrow and missles already, I have a nightclub. I have a Medium CEO warehouse full waiting for a crate bonus weekend.

    Sidenote, I noticed that I am not getting any counterfeit cash from my one tech anymore. Is that because my business has no stock? My crates are full and I'm still getting those at the club, and my cash place is half full with stuff to sell but no supplies to process anymore. I thought it worked independently?

    As for the upgrades, I have the weapon bench in the sub, and it gives me the option to click upgrade and I think it was giving me money amounts. It also gave me access to Heavy Sniper before I hit lv 100. I -think- it might be bugged and will let me put in MkII upgrades without the research part, which would be nice.

    EDIT It won't let me use ammo types but my Heavy Sniper is now MKII, so I will have to dump the money into research eventually....

    The satellite businesses that feed the nightclub do not need stock to feed the nightclub. They simply need to be staffed. If your staff are sitting around playing on their phones, then you're good to go.

    I agree with the sentiment that running the MC business sale missions themselves aren't worth it these days with the loads of money that Perico is printing. Maybe worth it during double or triple money weeks.

    Sometimes nightclub production bugs up and freezes. The workarounds are to first try playing musical chairs with technicians by rotating the frozen technician to a new business while having another take his place. You might need to own a sixth business like a weed farm or counterfeit document operation to be able to rotate them around since I forget if the UI will let you directly reassign a technician to a product that is already being sourced by a different technician. The other work around is to shut down the frozen business and start it up again.

    3DS Friend Code:
    Armchair: 4098-3704-2012
  • übergeekübergeek Sector 2814Registered User regular
    übergeek wrote: »
    Assuming that you really want to min-max your income, I'd prioritize like the following.
    1. If you haven't yet, buy the sparrow for the submarine and upgrade it with missiles. This will pretty much cap out your active income efficiency by allowing you to grind the perico heist easier.
    2. Begin working on building up passive income sources. Start by relocating your bunker. Chumash and Farmhouse are the "meta" bunkers for money grinding. If I were relocating from route 68, I'd probably grab Farmhouse because I like the roads near there and I like the scenery around that bunker more. However Chumash is cheaper. They're both winners. Buy the staff, production, and living quarters upgrades. I recommend buying one set of supplies, coming back later once it's converted into guns, and selling it in a public lobby while concealed under the cloak of Ghost Organization to maximize those sweet high demand gains. The good sell missions are the black insurgent (not to be confused with the Green insurgent that makes you fight at five different delivery locations), the phantom wedge, and to a lesser extent the monster truck. The living quarters is so that you can easily fast travel to it by setting it as your spawn location and finding a new session.
    3. Buy a nightclub. DO NOT BUY THE MULE CUSTOM. Ultimately you'll want to max out storage capacity and # of technicians, but that be upgraded piecemeal as you purchase satellite businesses.
    4. Buy all of the satellite businesses for the nightclub. The five good ones are the Bunker, coke, meth, counterfeit cash, and your choice of either a CEO crate warehouse or a hangar (both of the later two source the same material for the nightclub). Small CEO warehouses are cheaper, but the hangar allows you to own personal aircraft and access Ft Zancudo if you buy one at Ft Zancudo.
    5. Buy an arcade, go into the management menu of the arcade, and populate every single square inch of space within the arcade with an arcade cabinet. You may need to purchase one of the cheaper single cabinet games to do this since IIRC the default game that comes with the arcade can only be placed in groups of 4.

    That's pretty much it. You will visit the bunker every ~2 hours to sell a quick load of guns. Much rarer you'll visit the nightclub to sell goods or visit your arcade to pickup the money from the safe. Occasionally you may opt to partake in a business battle to grab some extra goods for the nightclub. It's relatively rare that I see anyone competing for the business battles, and the easy ones are easy money. Although the longer business battles may not be worth the time compared to running the perico heist. I own the Cypress flats nightclub because it has easy highway access, is close to the piers for sale missions that bring me there, is on a wide road that I can land aircraft at, and relatively new addition is that it is close to the USS Luxington business battle and some steelworks business battle that were added over the summer.

    If you idle all day while you're not playing, then the nightclub can produce ~700-800k worth of profit each day that you can collect via a quick sell mission every day.


    The mk2 weapon upgrades will be unlocked via research conducted at the bunker. It's a HUGE time and or money sink, and I'm inclined to recommend just biting the bullet and sinking the loads of cash from the perico heist into fast-tracking the bunker research.

    As far as vehicles go, you don't really NEED any of those. Although feel free to buy whichever looks fun. IMO the nightclub's speedo custom ecplipses the armored kurama for free-roam stuff. You don't really need a MOC unless you are wanting to unlock the discounted trade prices for some vehicles. You will need a weaponized vehicle workshop to upgrade some weapnized vehicles, and your two choices are the MOC and the avenger. The MOC is however basically a near invincible truck, so that's occasionally a cute thing to have.

    IMO you should eventually buy an RC bandito since it's fun. The scramjet is also fun. Both are rather expensive toys though.

    I have the sparrow and missles already, I have a nightclub. I have a Medium CEO warehouse full waiting for a crate bonus weekend.

    Sidenote, I noticed that I am not getting any counterfeit cash from my one tech anymore. Is that because my business has no stock? My crates are full and I'm still getting those at the club, and my cash place is half full with stuff to sell but no supplies to process anymore. I thought it worked independently?

    As for the upgrades, I have the weapon bench in the sub, and it gives me the option to click upgrade and I think it was giving me money amounts. It also gave me access to Heavy Sniper before I hit lv 100. I -think- it might be bugged and will let me put in MkII upgrades without the research part, which would be nice.

    EDIT It won't let me use ammo types but my Heavy Sniper is now MKII, so I will have to dump the money into research eventually....

    The satellite businesses that feed the nightclub do not need stock to feed the nightclub. They simply need to be staffed. If your staff are sitting around playing on their phones, then you're good to go.

    I agree with the sentiment that running the MC business sale missions themselves aren't worth it these days with the loads of money that Perico is printing. Maybe worth it during double or triple money weeks.

    Sometimes nightclub production bugs up and freezes. The workarounds are to first try playing musical chairs with technicians by rotating the frozen technician to a new business while having another take his place. You might need to own a sixth business like a weed farm or counterfeit document operation to be able to rotate them around since I forget if the UI will let you directly reassign a technician to a product that is already being sourced by a different technician. The other work around is to shut down the frozen business and start it up again.

    At the moment I only have 2 guys, and I upgraded to the farmhouse bunker and got the spawnpoint. I'm waiting before I do the set up missions to have enough cash to buy all the upgrades. I'll try swapping my 2 guys to see if my fake money will start generating again.

    camo_sig.png
  • übergeekübergeek Sector 2814Registered User regular
    I just won the Toreador off the Wheel.......that's a huge chunk of money saved.

    camo_sig.png
  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    Nice, I didn't realize the Toreador was on the podium. That's one I've been wanting. I tried spinning several times but for some UNKNOWN REASON my internet connection would cut out briefly whenever the wheel would almost land somewhere. Oh well, I guess I'll try some more tomorrow.

  • übergeekübergeek Sector 2814Registered User regular
    Nice, I didn't realize the Toreador was on the podium. That's one I've been wanting. I tried spinning several times but for some UNKNOWN REASON my internet connection would cut out briefly whenever the wheel would almost land somewhere. Oh well, I guess I'll try some more tomorrow.

    Just went up today.

    camo_sig.png
  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    Yay, I won the podium vehicle too! My connection kept cutting out again, but thankfully it seemed to stop on the spin that landed on the car.

  • General_ArmchairGeneral_Armchair Registered User regular
    edited January 2021
    What a fortuitous coincidence! You should schedule an appointment with your ISP to get that looked at before your luck runs out :P

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
  • DeadfallDeadfall I don't think you realize just how rich he is. In fact, I should put on a monocle.Registered User regular
    edited January 2021
    I'm up to farming Cayo Perico. Not down to an hour but still at a decent pace.

    I also found out that if you run a NAT test on your Xbox it puts you in a solo public lobby. Bunker runs got way easier.

    Deadfall on
    7ivi73p71dgy.png
    xbl - HowYouGetAnts
    steam - WeAreAllGeth
  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    Deadfall wrote: »
    I also found out that if you run a NAT test on your Xbox it puts you in a solo public lobby. Bunker runs got way easier.

    You can do a similar thing on PC by blocking certain ports.

  • übergeekübergeek Sector 2814Registered User regular
    Deadfall wrote: »
    I also found out that if you run a NAT test on your Xbox it puts you in a solo public lobby. Bunker runs got way easier.

    You can do a similar thing on PC by blocking certain ports.

    Or use Resource Monitor/Process Explorer and Suspend the game for 10 seconds and then resume. People can still join in eventually but if they do, just suspend again.

    camo_sig.png
  • übergeekübergeek Sector 2814Registered User regular
    edited January 2021
    Armchair, for buying the Coke and Meth, it doesn't matter which one I buy right? I can just get the cheapest locations and do those setups once and then forget about them, right?

    übergeek on
    camo_sig.png
Sign In or Register to comment.