Underground bunkers, mobile command posts and weapons transport. GTA Online update "Weapons Trade" - underground bunkers, mobile command posts and transport with weapons GTA 5 online mobile command post

Arms Trade Update. Trailer

Details of the GTA Online update “Weapons Trade” | "Gunrunning"

The “Arms Trade” update has been released for GTA Online.

"Arms trade", another update for Grand Theft Auto Online, gives you access to the black market for weapons in Southern San Andreas. Your career as a weapons baron will begin with the acquisition of a bunker: these underground bastions serve as your base of operations, and each is equipped with a computer terminal with which you can connect to the network Disruption Logistics.

As the boss, chief, or president of a motorcycle club, run a prep mission to obtain raw materials, then split your staff between production and weapon development. Over time, your inventory will grow (you can speed up this process by hiring additional staff). When you're ready, deliver the weapons to interested buyers throughout Los Santos and Blaine County, and all that's left to do is count the profits. To make life easier for aspiring criminal entrepreneurs, we have reduced the amount of collateral: now, to register as a boss, you only need to have an account with Maze Bank GTA$50,000.

Along with this underground lair, you will also get access to a number of features and services. By selecting a property on the website Maze Bank Foreclosures, you can specify a design option, purchase a shooting range (where you can organize competitions with 3 other players), a personal room and a weapons cabinet, and also purchase custom-made transport.

A fundamentally new class of motorized mayhem. Six death machines offer you a number of original solutions to destroy the enemy in any combat situation. Each sample can be equipped with exclusive modifications, which you receive when developing projects and install them in the module with the auto repair shop.

armored personnel carrier: an armored personnel carrier with a turret gun, the shells from which pass through metal like a hot knife through butter. Embrasures allow four heavily armed mercenaries to fire personal weapons, and the armored hull is equally well suited for military operations on both land and water. Available modifications include a missile system and proximity mines that can be dropped in front of pursuers.

Dune FAV: This lightweight armored buggy is designed specifically for those preparing to face and survive the end of the world. There's a machine gun mounted on the dashboard, and this car looks so stylish that when you park at Yellow Jack, the guys there will have to pick their jaws off the floor. Available modifications include a 40mm grenade launcher, a 7.62mm minigun and proximity mines.

Half-Track: who said that you can’t combine the best features of army and civilian equipment in one car? The Half-Track has the maneuverability of a tank, but it has all the advantages of a truck: easy controls, a spacious cabin, and plenty of room in the back for a nutcase with a machine gun. If you want, in the mobile command post's auto repair shop you can replace this machine gun with quad 20mm guns, and even add proximity mines.

Oppressor: a motorcycle that flies. This jet-powered hyperbike boasts excellent aerodynamic qualities, with a powerful engine, retractable wings to generate lift, and a front-mounted machine gun for a fun and joyful atmosphere. Are you not very accurate? Replace the machine gun with rockets.

Tampa with guns: The familiar muscle car has been given a combat facelift, so it now sports a minigun and military-grade armor. Available modifications include front rocket launchers, rear mortar and proximity mines.
Air defense trailer: what you want to turn into smoking ruins with this thing is your own business. As they say, the sky is not the limit. The standard tractor is the Vapid Sadler. The artillery mount can be additionally equipped with 20 mm guns or a battery of homing missiles.

This new breed of mobile weapons opens up a whole new front for you to engage in criminal activities. As you complete missions to obtain raw materials and strengthen your business, you will gain access to special operations that can be launched from a mobile command post. Upon completion of each transaction, you will unlock the product at the wholesale price Warstock.

WEAPON MODIFICATION (MK II)

Numerous modifications MK II, available exclusively in the mobile command post's armory, allow you to gain a number of tactical advantages in battle. Pistols, SMGs, Heavy Sniper Rifles, Heavy Machine Guns, Assault Rifles and Automatic Rifles can, among other things, be equipped with new magazines containing tracer, incendiary, armor-piercing, expansive and other ammunition. Add to this the devices night vision, holographic sights, thermal imagers, new handles, mufflers, muzzle brakes, coloring pages, colors and a bunch more...

"Bunkers"

In this addition, we will have to act according to the same scheme as in the addition - GTA Online: Bikers | "Bikers", namely, we will have to buy ourselves another Club House "Bunker". We will be given 11 Bunkers to choose from, in different places in Blaine County and Los Santos. Everyone has it Bunkers will have its own price, which varies from ~ 1.1 million - to 2.5 million GTA $.

The bunker can be purchased on the in-game website foreclosures.maze-bank.com. There are currently 11 bunkers, varying in price depending on location:

  • In the Paleto forest - $1,165,000
  • In Raton Canyon - $1,450,000
  • In Lago Zancudo - $1,550,000
  • In Chumash - $1,650,000
  • In Grapeseed - $1,750,000
  • Off Highway 68 - $1,950,000
  • At the oil field - $2,035,000
  • In the Grand Senora Desert - $2,120,000
  • On Smoke Tree Road - $2,205,000
  • At the Thomson landfill - $2,290,000
  • On the farm - $2,375,000

After selecting the location of the bunker, you will be asked to upgrade it. For an additional fee, you can customize your bunker style, personal quarters, shooting range, gun cabinet, and vehicle.

Bunker Capabilities

When you first enter, you will be greeted by Agent 14, who is moving from this bunker to a more convenient location. Although he tells you to forget about him, as if he never existed, however, as you do things related to the bunker, he will call you and send messages.

As you enter and exit the bunker, you will be greeted by golf carts (if purchased), as well as a small parking area for your personal vehicle.

If you go back, you can go to the work area, where your staff will be busy creating weapons for sale and developing modifications to your new equipment. This area contains your workstation and the bunker control laptop.

The apartment is located opposite your workplace. There is a wardrobe and a bed.

The gun cabinet is located at the entrance to your apartment. You need to get close to them for the interaction button to appear.

When you approach the shooting range, you will have the opportunity to take tests for the Mk II series weapons. By successfully completing all test levels, you will receive several T-shirts, an increase in the supply of throwing weapons, and the ability to replenish supplies in the bunker. To pass the tests, try to shoot at the heads of targets, with limited bursts (3-4 bullets) and without misses. Also, use a modified weapon, such as one with a larger magazine, to avoid wasting time on additional reloading.

Mobile command post

You can buy PKP on the in-game website www.warstock-cache-and-carry.com. In it you can upgrade some weapons to the Mk II series, improve military vehicles, and also open access to special tasks, thanks to which you will receive a discount on some vehicles.

When purchasing a control panel, you will be asked to upgrade it. It is recommended to select Hauler custom, command center, weapons bay and auto repair shop.

The mobile command post can be used both while in the bunker and in any other place. It can be called up through the Interaction Menu [M]. After developing the appropriate improvement, it will be possible to install two turrets at the rear of the control panel.

Modification of weapons to version Mk II

You will have 6 types of weapons available for improvement. By modifying regular weapons, they will be replaced with Mk II, blocking access to the regular version. But you can also return to it.

The differences between the modified weapons are the ability to replace the standard magazine with special ones:

  • Standard store - no advantages;
  • Large capacity magazine - an enlarged version of the standard magazine;
  • Tracer bullets are a smaller version compared to a standard magazine. Your bullets will be brighter and will fly out to match the color of the weapon;
  • Incendiary bullets are a smaller version compared to a standard magazine. Sets the target on fire, but not always. If the target lights up successfully, then the area of ​​fire will be the same as with a Molotov cocktail;
  • Expansive bullets are a smaller version compared to a standard magazine. Increases damage to targets without body armor;
  • TsMO cartridges are a smaller version compared to a standard magazine. Increases damage to vehicles and armored glass;
  • Explosive cartridges are a smaller version compared to a standard magazine. When they hit any surface they explode. They destroy equipment, including armored equipment, helicopters and airplanes with 2-4 shots (depending on its strength).

You can replenish ammunition both through the control panel and through the Interaction Menu, except for explosive cartridges. Prices for ammo for weapon enhancement magazines are higher. Explosive ammo is only available for the Heavy Sniper Rifle.

Bunker modernization and raw material extraction

Raw materials can be bought, but of course they can be stolen. Buying raw materials starts at $75,000 and below, depending on how much raw material you currently have in your silo.

Of course, the options for delivering raw materials to the bunker are also different. Here are some examples:

  • Steal raw materials from altruists. We arrive at the point, kill them and take them away.
  • Attack on the convoy. Several Insurgents will be accompanied by 1 or 2 cars (depending on the number of partners). Drivers can be killed with a sniper rifle.
  • Destroy certain targets and then obtain the coordinates of the location of the raw materials.
  • Destroy the helicopters; one of them may contain raw materials.
  • Destroy the trucks; one of them may contain raw materials.

As in the clubhouse, you have the following options for upgrading your bunker:

  • Equipment - $1,155,000
  • Staff - $598,500
  • Security - $351,000

Weapon production and modification development

Development of modifications. At the moment, 51 modifications are available for development in the bunker, including: camouflages, improved weapons for vehicles, modifications for weapons of the Mk II series, improved armor for vehicles, as well as ballistic equipment. Development is completely random, meaning you won't be able to choose what will be developed first. To skip development from the very beginning, you will need $225,000 or less, depending on how far development has progressed. Raw materials are wasted during development.

Weapon production. With a full bunker upgrade, full weapon sales will start from $700,000 and up to $1,050,000, depending on the choice of sale (in the city or outside the city). To sell, you will need at least 1 more player, but as with the clubhouse, there can also be different delivery options, up to 4 players.

You can assign personnel to one or another task, while inactive ones will not give you any “rewards.” By dividing staff equally, production and development will move more slowly.

The Bunker is the centerpiece of this update. The entire arms trade scheme is built around it. First you have to buy it. You can paint the walls, buy underground transport, a shooting range, a weapons cabinet, or a personal space. When you first enter it, Agent 14 will give you a short tour. After this you can start trading. We activate the enterprise, and many functions open up before us:
- replenish raw materials (buy or steal, respectively)
- development - you can open various modifications of weapons and equipment, development takes some time, after which the development item becomes available
- sell goods (the principle is the same as with a motorcycle club - it is better to sell in Los Santos, since all the bunkers are located in Blaine County.
- personnel - here you can transfer personnel to various tasks, there are 3 transfer options: completely to development, completely to production, equal distribution
-purchase of modifications, 3 types: equipment, personnel and safety
- close the enterprise (cessation of production, respectively)
The bunker is quite a profitable thing, with all the purchased modifications it turns out to be 7,000 dollars for 7 minutes, 60,000 dollars per hour, we take into account the fact that the raw materials are not consumed very quickly and we get that the bunker is more profitable than any of the motorcycle club enterprises and has more functions. Also, if we sell in Los Santos, we get 1.5 times more “gold”.
In my opinion, it is a very profitable investment.

Mobile command post (PKP)

In GTA Online's Gunrunning update, street smarts won't be enough to build a thriving business. For new dangerous missions, you will certainly need new, more powerful vehicles and weapons to deal with the feds and competitors. Deliver shipments of weapons to customers in Los Santos and Blaine County, and then the money will flow to you like a river, and in addition you will receive powerful new upgrades, modifications and heavy weapons. In this article we will talk about the new items that you will find in the “Arms Trade”.

It all starts with the bunker - a huge underground complex for your new business. Here, any boss, boss or president of a motorcycle club can start a successful career as an arms dealer.

To carry out dangerous mobile operations, the arms dealer will need to invest in a mobile command post (MCP). Previously, such powerful technology was only available to gangs of professional killers and intelligence services of nuclear rogue countries. The control panel can be stored in a bunker; It has a modular design, so inside you can easily equip a workshop for working with vehicles and weapons, a luxurious living quarter, or even a command center. A workshop for improving weapons and modifying vehicles with weapons (you can even install turrets on your control panel, which your fighters can stand behind) is also at your complete disposal. All this is transported by a reliable tractor, which in turn can be modified.

Transport with weapons is a completely new type of equipment that you can buy and modify. Collect a whole collection of such vehicles, and take on missions the one that best suits a specific situation - from an amphibious armored personnel carrier with a cannon to a mobile trailer with an anti-aircraft gun, to terrify all pilots. Using a vehicle with weapons, you can even carry out missions to sell weapons to clients.

Why limit yourself to production and sales? Put your white-coated men to work on developing new weapons and gain access to a range of additional upgrades - unique weapon modifications, sophisticated modifications for weaponized vehicles and formidable upgrades for your mobile command post.

The “Gunrunning” DLC for GTA Online has raised a lot of questions among players about the game mechanics of the new update. In that FAQ All useful information about the “Arms Trade” will be collected, as well as answers to all questions of interest.

FAQ will be updated periodically.

Bunker

Q: Where to start mastering the new update?

A: First of all, with the purchase of a bunker. The bunker is a command post, production and warehouse.

Q: How do bunkers differ from each other?

A: Nothing but location.

Q: What does the bunker produce?

A: Using purchased or stolen raw materials, the bunker can produce weapons (goods) and/or modifications (improvements to equipment and weapons). You can distribute the consumption of raw materials through a laptop.

Q: Is it possible to choose which modification to develop now?

A: No. The selection is made automatically. All 45 modifications are developed one by one, in random order.

Q: How long does it take to produce a full inventory of weapons?

A: About 12 hours real time. The product is filled according to $7,000 every 7 minutes.

Q: How much does the finished product cost in a bin?

A: A full warehouse is priced at $700,000 for sale in Blaine County, and $1,050,000 for sale in Los Santos. The price includes installed performance upgrades.


Q:
What is a shooting range for?

A: In addition to the opportunity to practice shooting with different types of weapons, passing tests at the shooting range opens up new items and opportunities. When you complete the first level of tests for all weapons, you will receive several new skins for your MK II weapons. For completing level 2 challenges, your stock of throwing weapons will increase by +5. After completing all tests with 3 stars, you will receive 3 caps, 6 T-shirts and 3 hoodies in your wardrobe.

As for the weapons that appear near the shooting range, you can only pick them up by approaching them with empty ammunition. Fixed. Now you can always pick up weapons.

Q: How to pass tests in the shooting range?

A: In shooting range tests, it's all about coordination and accuracy; almost everything depends on the shooter. But some more or less universal advice can still be given:

  • shoot at targets using zoom (mouse wheel up). For better magnification, buy sights for your MK 2 weapon;
  • aim at the center of the target’s head, that’s where you can score the maximum number of points;
  • shoot in short bursts from automatic weapons;
  • try not to miss, as this resets the score multiplier. It's better to spend more time aiming than to lose your X3 multiplier;
  • Complete the test for each weapon to the end. For example, when you start testing a heavy machine gun, make it up to 3 stars. This way you will have the opportunity to “target” a certain type of weapon;
  • try to go through the shooting gallery with a first-person view;

Mobile command post

Q: Do I need to buy PKP? If yes, then for what?

A: In order to engage in the production and sale of weapons, a PKP is not needed. The control panel has three main functions:

  1. Missions with special vehicles are launched from it (analogous to an update);
  2. All modifications of your personal weapon are installed in the control panel;
  3. Inside the control panel there is (with a certain configuration) a workshop for customizing vehicles such as HVY APC, BF Dune FAV, Bravado Half-track, Pegassi Oppressor, Declasse Weaponized Tampa.

In addition, the control panel can store, like a garage, one of the above-mentioned cars.

Q: How to modify a vehicle in PKP?

A: To do this, you need to drive the control panel out of the bunker, drive the tuning vehicle to the entrance to the control panel and press E.

Q: Will the PKP and its upgrades remain if I decide to change the bunker?

A: Yes, the PKP with all the improvements remains with you.

Transport

Q: How to call a trailer with air defense?

A: Interaction Menu (M key) -> "Transport" -> “Request an air defense trailer.” The trailer appears on the nearest road along with the SUV tractor.

Q: How to call a vehicle stored in the control panel?

A: Interaction menu -> “Mobile command post” -> “Request transport”.

Q: Is it possible to use transport from the update? Gunrunning in PvE missions, such as heists?

A: Yes, all transport can be called through a mechanic. You can even call in an anti-aircraft trailer (see above).

Q: What kind of ammunition do the armored personnel carrier and air defense trailer carry?

A: In stock versions of weapons, ammunition is unlimited. Having unlocked new types of weapons for these types of transport, the ammunition of the armored personnel carrier is limited to 60 missiles, the air defense trailer is limited to 32 missiles.

Other

Q: What's happened "Bunker Mission Series"?

A: These are 7 confrontation modes already familiar to us, but transferred to the bunker location:

  • Every cartridge counts;
  • Juggernaut;
  • Kill quota;
  • Resurrection;
  • Maniac;
  • Until the death separates us;
  • Swap places;

June 15, 2017

80 comments to “FAQ on Arms Trade”

    Mark Winston yes, you can. On the website where you bought it.

    Tell me, is it possible to change the compartments in the control panel after purchase?

    HENDLAIN, No.

    Is it possible to sell the bunker?

    VOSTOK_7777777, This is just Game Blog. Rockstar games have never heard of us :)

    » Renton, April 10th, 2018 at 23:30 left a comment: »
    Yes, I tried it, in variants when there was not enough money for purchases - they sent you to buy a “Shark” card to buy game money. I didn’t risk buying the equipment again for fear of losing money forever. “For a long time before, there was a ban. "!!!
    Can you tell me if this forum is visited by the GTA administration, or is it just players communicating?
    Thanks for the answer.

    VOSTOK_7777777, have you tried pressing the button? In theory, the purchase should not take place if you already have this vehicle in stock. Of course, we are talking about Pegasus transport, not personal ones. Personal items can be purchased in any quantity.

    Now the word “PURCHASED” is not displayed on the purchased equipment; YOU ARE ALLOWED TO RANDOMLY BUY THE SAME TWICE. Previously, a long time ago, there was a ban. It’s difficult to explain to technical support; only one and a half lines are allotted for explanation. What should I do with this “glitch”?

    Vladimir, goods are produced in a bunker whenever you are online, except for time periods when you extract raw materials or sell goods. It’s difficult to say in motorcycle club enterprises, due to the severe bugs.

    If you perform various tasks, for example, the Air Quota case, is the product being produced at this time? (I played for an hour and a half, went into the bunker, there are no raw materials, no goods either) Some strange things are happening to me, either with the bunker or with the meta lab( motorcycle club) Either the raw materials disappeared, there was no goods, then once you bring the raw materials - it seems like the lab is completely filled with raw materials.

    And with all the improvements, how long will it take to develop modifications?

    Kimoto, only in PKP (as well as their purchase).

    how to change the type of ammunition for a weapon in battle or is it of no use if you change the magazine in the trailer to regular cartridges?

    Rikko, Unlike special cargo for office mechanics, the destruction of a weapon cargo entails a complete loss of goods (except for the one you managed to deliver).

    what will happen to the weapon if I transport it, and at that moment other players kill me and destroy the cargo?

    Damn, it didn’t all turn out to be fun, and in the heist missions and preparatory missions everything works, but as soon as you engage in open missions, the missile homing disappears, well, the vigilante just turns into zilch, and not only with him, but also with buzard, Yes, and probably everyone has self-obsessions. The question is, what is it and why was it done, but most importantly, you want to know exactly, so as not to get into an awkward position when homing works and when it doesn’t?

    Vladimir, no, you can't increase it.

    Is it possible to increase the number of missiles on a vigilante to 60, now it costs 30. If so, how?

    Vladimir, no, armor does not affect performance.

    If you reinforce a car with armor, will this affect its weight and maneuverability? Otherwise I’m afraid to put up armor.

    Vladimir, yes, all developments remain. The tractor for PKP is better Hauler, it is more powerful and durable. By compartment - here, who likes what best. The living compartment is of no use, and the storage for vehicles in certain situations causes bugs, due to which you can lose the vehicle that is stored in the control panel forever. Personally, I use a combination of command center and weapons workshop + auto repair shop.

    I want to buy a control panel, what is the best way to fill the compartments and which cabin is better?

    Will the developments remain unlocked?

    Vladimir, when purchasing a new bunker, only the goods/raw materials located in it and installed are lost bunker upgrades(staff, security, etc.). PKP, its upgrades, upgrades to vehicles made in PKP, all this remains.
    When choosing a bunker location, consider the following factors:
    1. Locations of your other businesses;
    2. Convenient access to the bunker (try approaching your bunker at the control panel from different sides to understand this);
    3. Consider the transportation you use most often. If these are aircraft, then it makes sense to buy a bunker east of the Sandy Shores airstrip.

    I want to change the location of the bunker, which means I need to buy a new one. But the improved control panel will remain, or it will need to be pumped again in the bunker’s auto repair shop, weapons installed on it, and an armory installed in it. And also, if you open the development, mods and install rockets on the vigilante, will this mod be removed when changing the bunker? In general, what can I buy, make, so that later when changing the bunker it won’t get lost and I won’t have to make or buy it again. And missiles for vigilante will probably be limited and you will have to buy them every time, but where is this done, in a bunker or in a control panel? And also, what is the best place to choose for a bunker, the most expensive one near the prison or next to the runway, or another?

    Thank you very much! Among all the Internet, I finally received the long-awaited answer :)

    Andrey, Greetings.
    1. The control panel remains when changing the bunker
    2. All developments are saved
    3. I can’t say for sure here, but it seems that when exchanging a bunker, the upgrades installed in it are not included in the price

    Hello!
    If I buy another bin:
    1. Will my PCP remain or will it be sold? If sold, at what price?
    2. Will modifications to weapons and equipment disappear or remain?
    3. Will half the amount be refunded for modifications to the bunker or not?

    Thank you in advance.

    “As for weapons that appear near the shooting range, you can only pick them up by approaching them with empty ammunition” - this has already been corrected. Now, in the bunker, on the yacht, and in the hangar, all weapons are always selected.

    Renton, I'm going to save up for an office.

    Andrey, this is if there is no office. With the office, you can become a boss for free every time.

    Renton, Already found everything. 50 thousand for becoming boss every time. We need to play more often.

    Andrey, the company name (CEO) can be changed either in the office, through the interaction menu, or on the in-game Internet, on the site where offices are purchased

    Is it possible to change the company name in the bunker later?

    I put the insurgent in the control panel for customization, but nothing is customizable... It just sits there like an insurgent for storage. What to do?

    Paul, Most often, with a full bunker, 3 insurgent pickups are given, but there are also 4 bigfoots, for example.

    Actor To completely fill the hopper, you need about 5 full strips of raw materials.

    and if I leave the bin with maximum raw materials for 12 hours, will my raw materials be enough to fill the maximum?

    please tell me, how many people does it take to sell all the cargo from bunker 3 or 4?

    Andrey, you can say that.

    I just thought that it was possible to somehow call the air defense immediately attached to the Nightshark. It turns out that this is a big omission from Rockstar.

    Andrey, Formally, both the air defense trailer and Nightshark are your personal vehicles, so you cannot call them at the same time. The only option is to have the other player summon an AA trailer and you summon Nightshark.

    I bought a Nightshark, but when I call for air defense, the Sadler is the tractor for it. How to attach air defense to Nightshark?

    LLIKET, on various transport. FAV Buggy, Marshal, Insurgent pickup, etc. The more goods, the more transport.

    How is the process of delivering goods to Los Santos?

    Maksim, no, you can only have one.

    Can a player buy multiple bunkers to increase production?

    Artyom, Certainly.

    Is development going on while I'm inside the bunker?

    Haltfax, Unfortunately, there is no way to fight this. When CEO warehouses first came out, they also had similar problems. These are problems connecting to R* servers. Please try again later. By the way, in most such cases, the goods are returned to the bunker.

    Hello! I have a problem: the transaction does not go through after selling the cargo from the bunker, I go through the task of selling and at the end there is a black screen “the operation could not be completed, contact technical support (and something like that)” the goods are returned back to the bunker, 4 attempts and everything is the same the day before everything was fine, but when selling special cargo and cars there are no errors, everything goes fine please help

    Val, I don’t know about bunkers, but when exchanging an apartment, office or warehouse, 50% of the cost was returned.

    I have a bunker for 1,650,000, how much will I get back from the sale?

    Shaft, will return, but not completely.

    If I want to buy a bunker elsewhere, will I get the full amount back for the old one? (without upgrades, etc.)

    Sashok, with exchange, but compensation for the old one is a pittance.

    Roman, No. Only when online.

    Tell me the new bunker is bought with exchange or as new from scratch!

    and when you play single player mode at this time in GTA Online the raw materials are filled?

    The police can really get on your nerves sometimes, can't they? However, with the arrival of such a multi-functional gizmo as a mobile command post in GTA Online, you have the opportunity to throw the police chase off your tail.

    Roman, remains.

    When buying a new bunker, does the control panel remain or do you have to buy it again?

    Oleg, insiders, as usual, say that there will be a second part. True, they promised “Police DLC”, and a casino, and street racers, etc. :) Before autumn - definitely not.

    Do you think it makes sense to wait for part 2 of Arms Trade? To be honest, I’m a little disappointed, I can’t say that the update is bad, unlike previous updates, it’s much more interesting, those were kind of sluggish.

    Roman, the same.

    and purchased raw materials fill the product scale less?

    Roman, not at the moment. Most likely, Rockstar will introduce this feature in the near future.

    Is it possible to upgrade technical with a machine gun or insurgent (pickup) in PKP? screenshots were leaked where it was possible to upgrade Technical and insurgent (pickup) in the PKP

    Mork, All vehicles that are modified in PKP can be sold there.

    Ilya, yes, you can.

    Is it possible to sell an Oppressor motorcycle, for example?

    I'm interested in this point: is it possible to use improved weapons in PvE missions, robberies, and random events?

    a complete warehouse is priced at $700,000 for sale in Blaine County, and $1,050,000 for sale in Los Santos. And this is with a staff upgrade or without a staff upgrade?

    Roman, Yes, you can purchase additional modifications. Through the website where the bunker is purchased.

    Is it possible to make repairs in the bunker? Let’s say I bought a bunker without a shooting range and then wanted to buy a shooting range. is it possible?

    XiolUs, no, all modifications will have to be installed again.

    And if you change the bunker to one located in another location, will there be modifications to equipment, personnel, and security?

  1. What about the weapons that spawn at the shooting range in the bunker? I can’t get it, even though I passed the shooting range with three stars.