


However you can overcome this problem with the Commando with well shot rockets to gain the flask again quite fast (1 kill reduces cooldown by 1 second). Long story short do not go in any open fields while cooldown on the flask. Overtime damage is the main problem you will encounter with this build, since you do not have FAK’s to deal with that. Main way I deal damage with this build is with the Commando while I have my flask, after I used the flask I instantly go in cover again to avoid getting overtime damage. Throwable is self explaining I guess? Tips from My Side Melee does not really matter what you use, I like to bring tasers. Just be sure you do not hit your teammates. With that you are able to get up to 15 seconds of spraying that Commando. Now with the Commando Rocket Launcher is where you will do the most damage output.īest way to do so is with the help of Bulletstorm skill ace (after taking ammo from an ammo bag will give you infinite ammo for a short time depending how much ammo you took from the bag) and while having at least 1 rocket in the magazine to not get an unneeded reload. Mods for the weapon is the DMR-Kit of course and basicly the best accuracy and stability you can go for (AMR16 has actually better stats than the Car4, but I like to use it considering I fell in love with that skin). I do however go for an LMG sometimes but only if I know I will have ammo issues if I used a DMR weapon during a heist (especially when it comes to like overdrill or any other longer heist). I already use ammo bags for the rocket launcher, so why not bring a high damage primary weapon as well that needs some ammo from bags. Primary weapon I prefer to use is any DMR-Kit Rifle such as the Car4 or AMR16. Also lets not talk about swan song or something… Its useless. Since this is a Stoic build I have come to not die often if even in a heist, so I see it as a waste of skill points to go for nine lives ace. Optical Illusions in hopes less enemies aim you. High Value Target ace to kill dozers and other specials out of a more far range. Minor Parkour skills since you already get movement from converts. Just Steady Grip for better accuracy and stability. Ammo bags as your supposed deployable to bring. Convert skills and Hostage Taker for HP regeneration. However your deployable should not be both of those, only if you really need to take healing deployables.

Inspire ace of course, reached with either medic bags or First Aid Kits (FAK’s), depending what you prefer.
