- Joined
- Mar 8, 2004
- Messages
- 3,257
- Reaction score
- 1
I love the special vehicles missions and doing the armored car glitch on P.S.H
I love the special vehicles missions and doing the armored car glitch on P.S.H
Heists tonight @Hyperglide ?
Was in the middle of a resupply run for my Cocaine and fell asleep so I crashed. BlehBeen filling up my vehicle warehouses and MC stuff cause of the bonus cash.
@TeTe, @Hyperglide ....
Have 1.2 million.... is it a better investment to get the $750k meth lab and then dump cash into that to try and turn a profit or keep grinding and grab a cheap Vehicle export warehouse?
I'm running small package warehouse, cocaine, documents, and soon the vehicles I guess.Vehicle Warehouse IMHO. The only upkeep cost is the repairs for the vehicles.
Cocaine requires a lot of micro management, it costs money every day and it's more of a pain to restock.
At least in the FB comments they all seem to believe it's going to be about 20million to even buy a bunker. If so, I get that in the game world and everything this all makes sense but that price point is ridiculous IMO.
New Safe Spaces (similar to Offices, Clubhouses, Apartments, and Yacht interiors):
Gun upgrades - requires the Mobile Operations Centre. The Pistal, SMG, Assault Rifle, Carbine Rifle, Combat MG, and Heavy Sniper can all be upgraded to the Mk. II versions, with overall better stats. This opens them up to unique upgrade options:
- Bunkers, purchasable through the Maze Bank Foreclosures site: $1,165,00 - $2,375,000 (options include: 2 bunker styles, $215,000 - $290,000; personal quarters, $265,000; shooting range, $740,000; gun locker, $175,000; and transportation, $85,000 - $120,000)
- Mobile Operation Centre, purchasable through the Warstock site (you must own a Bunker before you can get an MOC): $1,225,000 - $1,400,000 (options include: command centre, $320,000; weapon workshop, $245,000; personal vehicle storage, $195,000; and interior colour, $115,000)
Position
- A selection of different scopes for each Mk II weapon, including Night Vision and Thermal Vision scopes for the Heavy Sniper Mk II
- Heavy Barrels
- Muzzle Breaks and Compensators
- Tracer Rounds
- Incendiary Rounds
- Hollow Point Rounds
- Armor Piercing Rounds
- Full Metal Jacket Rounds
- Explosive Rounds
Gunrunning is a bit unique in the way that it works, in reference to the leader. Similar to CEO and MC President positions, you require a base to participate in the gunrunning business-- your Bunker, just like you have to own an office to participate in CEO work, and own a clubhouse to be a President. However, you don't get a specific position for Gunrunning, you have to register as a CEO or President. That's right, this isn't an extension on the Bikers or Finance and Felony updates, and it's not a standalone; CEOs and Presidents are the ones who run the Gunrunning business.
While this does mean you have to buy a clubhouse or an office before you can do much of anything with your Bunker and/or MOC, it also means you get access to CEO or MC perks. If you do Gunrunning as an MC, this gives you the ability to run with 7 other members, giving you power in numbers. However, if you do Gunrunning as an Organization, this means you'll only be able to have 3 other people with you, but you'll have access to powerful abilities and tools, including Ghost Organization, Bullshark Testosterone drops, and CEO vehicles, among others.
I THINK they may have removed the "private public lobby" glitch.