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2014-Retro Entertainment-Lotus Esprit S1- The Spy Who Loved Me-Submarine Mode

The Deluxo mk1 can be modified in a Weaponized Vehicle Workshop with weaponry consisting of machine guns with unlimited ammo and rocket launchers with a capacity of 30 rockets (not indicated on UI) with superior homing accuracy over standard homing missiles, similar to the Ruiner 2000 and the Vigilante. Combining the flight mode with the offensive capabilities, the Deluxo can be a great contender against weaponized vehicles with less maneuverability, but may not be the best at taking out more nimble weaponized aircraft or even an Oppressor. the deluxo mk2 has

Two standard machine guns that have moderate firepower against enemies and unarmored vehicles. These are in a fixed position and therefore, aiming is a bit difficult or explosive machine guns. the deluxo mk2 has 10 chaff, 20 flares and infinite smoke also has 100 superior homing missiles for air, ground and hover mode and 90 torpedoes for watercraft mode and submarine mode, power hop also rocket boost & stealth mode. the deluxo mk2 can take out the oppressor mk2 that has 20 never miss homing rockets . it can destroy the hydra, lazer. it can also take 10 hits from the orbital cannon, 4 homing/rpg before getting blowin up with the 5 rpg/homing missile and it takes 200 rounds from the minigun.

☀The Mounted Rocket is the vehicle variation of the Rocket Launcher, with a high damage and average fire rate. The missiles seen on these vehicles are all radar guided, though it is possible to switch between radar guided and unguided missiles (notice that firing a radar guided missile without locking onto any target will fire an unguided rocket). the deluxo mk2 can lock-on to 1 target at a time. it also has proximity mines. 

In submarine mode, the machine guns are disabled under water (so are unusable unless the car is leaping out at the surface) and uses torpedoes located on the outermost sides of the pod (but retaining the RPG rocket model). Torpedoes will break the surface and be able to hit targets on land or low-flying aircraft  

The Oppressor Mk II features similar weaponized modifications as the original Oppressor, with the option for either front machine guns or missiles. There is also an option for explosive machine guns with a slow fire-rate and a relatively short range which may make players an easy target when attacking, while the missiles are slightly superior to the Deluxo and have better range but lower capacity (20 versus Deluxo's 30).

The 20 missiles deal insufficient damage to fully destroy the strongest vehicles such as a fully armored Insurgent Pick-Up Custom. Its low vertical attack angles mean it will remain vulnerable to small arms and mounted weapons fire that typically can aim at least 45 degrees up. This also complicates manual aiming when lock-on is disabled. As a result, it is a poor choice when fighting heavily armored vehicles and other players on foot, since it will always make the operator vulnerable, especially when the target is already impossible to take down in a short amount of time, giving them chances to return fire.

The Weaponized Tampa makes up for its weak armor in having several weapons, all of them operated by the driver:

  • The stock option offers a forward-facing Minigun, with the same offensive capabilities as any mounted minigun. It can be upgraded into two swiveling miniguns, offering a 360 degree coverage and increasing the damage and fire rate of the entire system. These miniguns are extremely powerful, able to destroy unarmored vehicles in seconds, shredding players almost instantly, and the fact that they can be aimed makes them unmatched in bullet-based vehicle weaponry.
  • The missile launcher upgrade adds two missile launchers mounted in the grille and two in the lower bumper, which behave like those of the Ruiner 2000. The missiles have great damage and range, but limited ammo (20) and do not lock on to vehicles. The missiles are also launched slightly upwards, so targets that are far enough may not be able to be hit. It is, however, rather easy to accidentally fire a missile directly into the ground in-front of the car after slamming the brakes, or while going uphill, and doing this will destroy the car instantly. Care must be taken to not commit a rather expensive suicide by point blanking oneself with a missile.
  • The mortar upgrade adds two short-ranged mortar guns mounted on the trunk, possibly being an altered EIMOS integrated mortar system (twin barrels rather than the system's single barrel). They provide great damage against pursuing vehicles, but they also have limited capacity (also 20, 10 for each mortar). The mortars have a unique feature where the projectile's distance can vary depending on the length of the button press. Holding the button for two seconds lets the mortar reach its maximum distance of about 25 meters when stationary, about two cars away of the vehicle. Fire rate varies on how the player presses the firing button, allowing for either two rounds simultaneously with a slight recharge time of almost two seconds or firing at a constant rate to allow the launcher recharge at time.
  • The vehicle has the option for installing Proximity Mines, which behave the same as any remote explosive and are operated by the driver. These mines are a bit stronger than their hand-held counterparts and are also limited to five active mines. Caution should be taken when using it, as it can potentially damage or destroy the vehicle.

The Mule Custom can be modified with an array of weapons:

  • Stealth Chopper deploying flares BOII
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  • Two driver-controlled Machine Guns, which operate the same as those on smaller armed cars such as the Stromberg, Vigilante and Ardent.
  • Two driver-operated Missile Launchers (30 capacity), acting similar to the missiles of the Weaponized Tampa, being unable to lock on to targets.
  • Deluxo & mk2  (optional)
  • Oppressor (Missile option)
  • Oppressor Mk II (Missile option)
  • Ruiner 2000
  • Scramjet
  • Stromberg
  • Vigilante (optional)
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