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Trilobite
Aug 15, 2001

Captain Melo posted:

Is it worth it to get the guided missiles for the Kosatka?

Eventually, yes. Cayo's lucrative enough that you can just splash money on nearly anything you want without thinking about it, so why not?

It's also somewhat useful to have guided missiles on some of the setup missions. If you're getting a sonar jammer for the Kosatka solo, for example, taking down the helicopter with a missile before you pilot the Toreador over is a good idea. And if you're getting weapons and think "aw, gently caress, Merryweather again?" you can shoot down their helicopter without even leaving the sub to fail the mission right away and see if you can get an office building instead.

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Trilobite
Aug 15, 2001
Yeah, a lot of the agency contracts are kind of a hassle.

Most of the time now I stick to the two contracts where you (usually) never need to get out of your armored Kuruma: rescuing VIPs or killing gang leaders. Zero risk and fairly quick to complete.

Trilobite
Aug 15, 2001

Baron von Eevl posted:

Dave is mildly annoying but I guess it ramps up after you do cayo. I'm glad Brucie and Dom are as minor as they are because I find them both profoundly annoying. KDJ and Sessanta get a lot of hate, and I get it but I think the amount they get is a bit much. Honestly Sessanta's biggest issue is that it comes across as a major case of "white man writing what he assumes a black woman talks like."

Oh, definitely. But also, KDJ and Sessanta just talk way too much, especially for a set of missions which are meant to be repeatable. Waiting through their unskippable dialogue the first time to find out what you're doing, fine, okay; it's not great, but it's understandable. Waiting through it again, and again, and again? gently caress that, let me hang up on 'em. Or hell, just throw the map marker down before they start chattering so I can ignore them instead of seething in my car for what feels like an eternity until I can finally get going.

I don't like most of the auto shop contracts very much to begin with, but the dialogue really puts some of them in the "never again" bin.

Trilobite
Aug 15, 2001

FFT posted:

I have seen a surprising amount of "it's the principle of the thing" re: not buying things until they're discounted, though

There's something to be said for that; it doesn't feel good to realize that you own a dozen vehicles that you've never driven, so waiting for the discount is still a valid approach even after you're rolling around in giant piles of Cayo Perico money. It's less about saving money and more about not buying literally everything that catches your eye and losing interest in all of it almost immediately.

But yeah, there are a few things which are absolute must-buys just because they're so useful, and an armored Kuruma is definitely one of those.

Trilobite
Aug 15, 2001

Otacon posted:

And if that had to be attached to some like, other actual DLC content, it would be for Rockstar to go over every single vehicle already in the game with a fine-tooth comb:

This, but also go through and sand down some of the rough edges on the earlier DLC. Stuff like letting some unskippable animations/dialogue be skippable, or playable in a crew/invite/solo lobby, or bumping up the pay on some jobs to bring them more in line with later stuff. There's some fun missions in things like special cargo, MC clubs, and air cargo, but there's a lot of room for improvement.

Oh, and they can finally fix that goddamn bug that turns on "show aircraft helmet" automatically whenever you do any kind of mission or heist.

But I don't get the impression that anyone at Rockstar likes looking back at old content. And I get it, it sucks to dig through someone else's code and try to figure out what they were doing, plus it's sexier/looks better for promotion if you're bringing new content into the game, but god, it'd be nice if they made that effort.

Trilobite
Aug 15, 2001

madeintaipei posted:

Which brings me toooo, liking the nightclub more and more. Is it worth the time and money to buy/upgrade the businesses there? I just have the free cash creation one and base goods.

The sell mission is mostly painless. Cargobob the van wherever, then drive the second part. $150,000 per run. Should I get the other vehicles? The van is kinda fun modded up but I really don't like the other trucks in base form. Is there an advantage to having the bigger ones?

The only upgrades that matter for the Nightclub are the ones you buy for the nightclub, as far as I know, and you definitely want those. Upgrades on the businesses themselves don't seem to count for the nightclub. You're going to want to assign techs to (more or less in order of profitability/time) cocaine, meth, cash, cargo, and guns. The last two biker businesses (weed and fake documents) are probably not worth it unless you want to completely fill up your nightclub warehouse before selling stuff, which...I don't know why you'd want to do that. There's a maximum value for Tony's cut which means you'd make a little extra money for doing it, I guess, but the effort and time required hardly seems worth it.

As far as the other trucks go, you only need one if you've got the full five floors in the Nightclub and would rather do one big sales mission infrequently rather than several small ones fairly often. It's entirely a matter of taste. That said, you should definitely avoid buying the middle-sized truck, because it's remarkably bad and the largest truck is sturdier, drives better, and can handle middle-sized and large-sized shipments.

Trilobite
Aug 15, 2001

explosivo posted:

With the Nightclub goods accrual stuff, does that still require the attached businesses to be stocked with materials to generate money at the nightclub? Like if I have a guy assigned to my counterfeit cash operation but the factory is out of resources does the guy at the nightclub still generate goods to be sold or is it basically just like a central hub for gathering the stuff I'm making that won't accumulate unless it's operating as normal?

You don't need to supply (or do anything at all with) the businesses, you just have to own them and your nightclub will accumulate goods automatically.

Trilobite
Aug 15, 2001

Baron von Eevl posted:

Anyway I'm still at something like 140 contracts but I also only really do the recover valuables or liquidize assets ones, or the protection ones if I'm running low on molotov cocktails. I used to use the mk2 for gang elimination contracts but haven't since it got nerfed. I did the monkey one once, I really dislike the recover vehicle ones.

Yeah, the recover vehicle contracts are a pain. Honestly, most of the agency contracts aren't much fun the second time you do them. At this point, I'll only do the rescue contracts, because most of the time I won't even need to get out of the car; just zoom up in the Kuruma, shoot some dudes in the head, and drive back to the safehouse.

edit:

Arkitektbmw posted:

I've seen mixed info, but is the arcade worth a buy, or can I hold off on that for a bit?

You can definitely hold off for a while; it provides a relatively small amount of passive income and has some space for vehicles, but its main purpose is to let you do the Diamond Casino heist.

If you've got 1-3 other people to do heists with, the Casino's a good time and the payout is okay (better than it was, and better than the Doomsday heist, afaik), so I do think it's worth picking it up eventually.

Trilobite fucked around with this message at 23:14 on Aug 31, 2022

Trilobite
Aug 15, 2001

rarbatrol posted:

The silent and sneaky one? I'd definitely say it's not the easiest one of the three, full stealth takes some coordination. My normal casino crew has settled on one way of doing it: in and out through the staff lobby, hit the EMP right before the elevator button, and the standard "headshot everybody in the way" rules. The big thing to remember is the cameras will detect bodies, and you get one free camera to destroy if you get unlucky with placement. For the overlapping guards, two of you kinda just need to time the shots. There's also an extra prep mission available if you do the Agatha casino missions that'll let you see the camera's vision cones.

Edit: yeah, stun the metal detector and one camera at a time. You can destroy up to one camera if things just won't work otherwise.

Our traditional silent/sneaky casino run is to parachute in to the helipad, then rappel down the elevator shaft, then out the lobby. Guard patterns don't vary much run to run, so we've gotten pretty good at getting in and out without being seen at this point.

IIRC, ceramic guns are what you get for a Big Con approach, though, which is a pain in the rear end to try to stealth through; we always go with the Gruppe Sechs entry, which doesn't really let you grab any extra cash from the secondary vault on the way down, but means you don't have to worry about stealth at all until you're on your way out, and then only until you get to the locker rooms where you can put on your firefighter or high roller disguises. The Big Con's basically free money, it's a shame you have to alternate it with another method, really.

Trilobite
Aug 15, 2001

Psion posted:

if I remember right Doomsday Act I has the highest fun to bullshit ratio, there's a few missions in there which were infuriatingly bad but I forget which acts they're in

Act 3 has that awful "rescue Agent 14" mission which just draaaaaaags onnnnnn forever and is more frustrating than fun.

Trilobite
Aug 15, 2001

madeintaipei posted:

During the finale:

There is a key you need to enter the office. This key is sitting on a table some ways back from that area.

This bit is skippable, as you can just shoot the lock on the door to get in.

Trilobite
Aug 15, 2001
The Acid Lab and the Auto Salvage Yard are also decent single-player, very chill money printers. A full cargo of acid accumulates pretty quickly and sells for over 350k (on a ~100k price for supplies, or less if you feel like just stealing 'em), and just towing cars for the salvage yard whenever you can will make you over 70k plus 24k of passive income every in-game day. Also, the salvage yard's weekly car-heist jobs are generally quite doable single-handed, although an Oppressor Mk2 helps a lot with them.

I suspect the Kosatka and the Nightclub are still the best investments right out of the gate, but once you've got those rolling, I'd rank the acid lab and the salvage yard over most of the other businesses; the agency and the auto shop are pretty good, too.

And if you have at least one person you can play for about an hour with, the casino heist through the arcade ain't bad. Many of the setups are easy to do on your own, and one of the approaches (the big con) can be so laughably simple it's like they're just handing you a million dollars for showing up.

Trilobite
Aug 15, 2001

Ainsley McTree posted:

and I guess I should look into the vehicles you keep mentioning too

The Buzzard's already good for most tasks; if I had to pick the next two best quality-of-life vehicles, I'd suggest the armored Kuruma (surprisingly affordable considering how absolutely trivial it makes a lot of jobs), and then the Oppressor Mk2 (very, very expensive, but perfect for "get there and get out" things).

Trilobite
Aug 15, 2001

Ainsley McTree posted:

I noticed that yeah, that’s huge. Is there any way to do it in a car, too?

Nah, you still have to navigate a (thankfully less obtuse than it used to be) menu when in a vehicle; hit M or whatever button you use to pull up the player menu, down to Health and Armor, etc., etc..

Trilobite
Aug 15, 2001

Baron von Eevl posted:

There is no bonus to doing a single large sale versus 2 or 3 small sales, just focus coke, meth, guns, cash, and CEO goods because those pay the most versus time and sell in the speedo when you have however many crates, 80 I think? You're selling more often but your money/time ratio ends up better, you don't have to worry about raids, and the speedo is easier to drive around.

Yeah. At the very, very high end of nightclub sales, I think there's technically a little extra money to be made (iirc, Tony's cut is capped at some amount, so anything you sell above a certain point is pure profit), but I cannot for the life of me imagine it being worth micromanaging the nightclub warehouse or waiting for everything to be maxed before selling. It makes more sense to me to just check in periodically and sell everything whenever it's crossed the "yeah, this is worth my time to do right now" mark. (For me, that's usually any time I notice there's over $400k waiting to be sold.)

I figure if you're at the point where you've got a nightclub with all the trimmings, you probably don't need to worry about maximizing profit at all costs; just pay as much attention to things as feels comfortable, and if that means you miss out on a few tens of thousands here and there along the way, it's not gonna matter in the long run.

Trilobite
Aug 15, 2001

Paying2Lurk posted:

I played the Merryweather setup mission for Cayo once. Never again. Instant lobby hop if it comes up.

Huh, I just fire a guided missile at the helicopter on the Merryweather HQ rooftop to fail the mission. It's about as fast as changing sessions, and more satisfying.

Trilobite
Aug 15, 2001

Ainsley McTree posted:

Alright I have a decent cash flow now and have played around with a bunch of businesses; I have the salvage yard, auto shop, acid lab, agency, night club, plus the bunker, special cargo warehouse and biker businesses from the CESP; is there any particularly fun solo-friendly stuff to get next? I was eyeing the hangar, since I haven’t played with it yet, even though I hear it’s underwhelming. Is the kosatka still worth getting even though they’ve apparently nerfed the rewards and upped the difficulty of the cayo heist?

Is there any reason to get a facility or casino penthouse if you don’t plan to do the heists? I’m also unclear on what some of the warstock vehicles do (avenger and MOC in particular, I already got the terrorbyte), I dunno if i should be getting all of those too.

The hangar's possibly worth getting just for two reasons: free access to the military base at Fort Zancudo (assuming you buy your hangar there, which you absolutely should), and having a place to store helicopters and planes.

The Kosatka's still worth it, overall; it'll easily pay for itself, and having quick access to the Sparrow helicopter through it is very useful.

Facility's a straightforward no, it'll absolutely never pay for itself if you don't do the heists out of it. It does give you access to the Avenger, I think, but as far as I remember that doesn't offer anything unique apart from a fairly underwhelming set of air combat missions. Although, like the MOC, I think it's the only way to modify certain weaponized vehicles, so it might be something you consider much further down the road when you have stupid amounts of money to burn.

Penthouse is probably a no; it streamlines one possible setup for the Cayo Perico heist and gives you some garage space, but at the end of the day it's a lot of money for not much value, even if you weren't focused on solo jobs.


One thing I'll add is that if you have one other person to play with, even just a couple of times a month, getting an Arcade and running the casino heist with a partner is easy and pays very well.

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Trilobite
Aug 15, 2001

Rupert Buttermilk posted:

That Fort Zancudo stuff is, I feel, exaggerated. Sure, you can fly over this minor part of the map without alerting the military, but otherwise, the airport is closer to literally everything in the city. :shrug:

YMMV, but I have to/would like to cross Fort Zancudo's airspace far, far more than I ever want to or need to visit the hangar. It's a tradeoff, I guess; I'm usually helicoptering in anyway on the very rare occasion when I need to physically go to the hangar for anything, so I don't feel like the time savings of an LSIA hangar would make much difference. It's a tradeoff, I guess; for me, the time saved on the trip is less important than the time I save by never having to be concerned about FZ's security.

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