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RSVSR Guide To GTA Online Heist Loadouts That Just Work

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發表於 2025-12-31 14:31:47 | 顯示全部樓層 |閱讀模式
You load into a finale, music kicking in, and it hits you straight away when your setup is wrong: bad guns, bad time, bad payout. Most players learn fast that your weapons matter way more than the cutscene flex, especially if you are using stacked GTA 5 Accounts for sale and trying to grind hard without wasting an evening on one mission. What you really want is a loadout that feels simple in the moment, that lets you clear areas fast and stops those laser-accurate NPCs from melting your health bar every time you peek.
Core Rifles That Carry Fights
For most people the main gun ends up being an assault rifle, and there is a reason the Special Carbine Mk II keeps coming up in chats and lobbies. It is easy to control, barely kicks, and lets you chain headshots without needing some esports aim. You get into that rhythm where you sweep a room and the enemies just drop. If you find yourself stuck in tight interiors a lot, like heist setups or contact missions that shove you into stairwells, the Bullpup Rifle Mk II makes more sense because of the faster fire rate. It does not feel as "beamy" at range, but indoor fights are over before you even think about swapping weapons. Once you unlock Armor-Piercing rounds, both of these rifles jump to a different level, since the higher tier NPCs with chunky armor stop feeling like endless bullet sponges.
Shotguns For Panic Moments
There is always that point in a mission where everything collapses into close range. Maybe you push too far, maybe a wave spawns on top of you, and suddenly you are face to face with four enemies. That is when the Assault Shotgun earns its spot in your loadout. You hold the trigger, drag across the group, and the hallway just clears. It is not subtle, but it saves you when you are pinned behind a bit of bad cover. The Pump Shotgun Mk II changes things in another way: it feels slower but every shot really matters. If you have bunker research done and pick up explosive slugs, it turns into this brutal crowd control tool that knocks NPCs flat the second they peek a corner.
Long-Range Answers And Vehicle Control
You cannot always run into a fight and hope the armor holds. Some missions throw helicopters, armored SUVs, and random snipers at you from angles that are just annoying. The Heavy Sniper Mk II is there for that. With standard rounds it is already strong, but once you swap to explosive rounds it kinda becomes your "delete that problem" button. Helicopter closing in? One shot. Convoy truck giving you grief? One shot. You end up saving time because you stop chasing vehicles around the map and start removing them before they ever get close to the objective.
Sidearms, Explosives And Flexible Play
There is also the stuff people forget about until they are stuck in the wrong seat or sprinting toward a timer. The AP Pistol is the classic drive-by pick, basically a tiny SMG you can fire while steering that saves you when you are doing setups solo or chasing enemies in free roam. Sticky Bombs stay useful way beyond the early game: planting them on choke points, dropping them out of a car window onto pursuers, or pre-loading an escape route so you can blow a path open later. When you combine a reliable rifle, a panic shotgun, a solid sniper, and these backup tools, you get a loadout that feels like it is doing half the work for you, especially if you are playing on a boosted account from buy game currency or items in RSVSR through rsvsr GTA 5 Accounts.

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