GTA 5 gives you a toy chest full of guns, explosives, and oddball gadgets, then throws you into a sandbox where a single bad choice costs cash, time, and sometimes mission gold medals. The game rarely explains why certain guns punch above their weight or how to build a loadout that fits your playstyle. After hundreds of heists, speedrun attempts, and online shootouts, patterns emerge. Some weapons carry you from the first pistol whip to the credits. Others look good on paper but punish you in the field. This guide breaks down what to carry, when to switch, and how to tune your kit for story mode and GTA Online without wasting a dollar.
What “loadout” really means in GTA 5
In story mode, loadout means the mix you keep on hand during missions, heists, and free roam. You can carry one item per weapon slot, though the Ammu-Nation catalog slowly fills with better variants. Modding matters more than people think. A simple suppressor can shift a mission from chaotic to clean, and a scope choice can decide if you hit headshots or chase crosshairs all day.
In GTA Online, the same categories apply, but money and player unpredictability change the math. Opponents lean on explosives, snipers, and vehicles, so your loadout must counter all three without drowning in inventory bloat. Convenience often beats theoretical optimums: the gun you draw fast and land shots with will, over time, outperform the one that wins in a spreadsheet.
The foundation: how damage, accuracy, and rate of fire actually play out
Spend five minutes in the shooting range and you will see this plainly: raw damage means little if you can’t stay on target, and high rate of fire means little if recoil sends your pattern into the clouds. GTA 5’s shooting model rewards stability, headshots, and sustained control. Recoil patterns differ by weapon type, and mods reduce spread more than you might expect. Headshot multipliers turn mid-tier rifles into skull-drilling machines if you take the time to line up.
Suppressed weapons reduce noise, not damage, in most cases, but they can come with handling trade-offs. Extended magazines are a straight power boost for sustained fights. Flashlights and gta 6 game trailer grips help more in third-person than in first-person because they tame camera sway. If you are comfortable toggling to first-person for long shots, choose optics with true magnification. If you live in third-person, a reflex sight or iron sights with low obstruction will speed your aim.
Pistol slot: the quiet workhorse
Early missions push pistols on you, and for good reason. They draw fast, sprint well, and handle suppressed stealth sequences better than loud rifles in tight spaces. Many players move away from pistols as soon as they unlock carbines, then find themselves fumbling during stealth or indoors. A good pistol stays useful even late game.
For story mode, a sturdy pick is a heavy pistol with a suppressor and extended mag. If you prefer snappier handling, a compact or standard pistol with a suppressor feels lighter in the hand and still lands headshots in two taps. Do not overvalue fire rate unless you can keep your reticle stable. The strongest pistols hit hard per shot and keep recoil manageable. On stealth missions where you tap a guard from ten meters, the difference between meta and mediocre boils down to who misses less.
In Online lobbies, a heavy pistol or a combat pistol tends to be the right call because they balance draw speed and stopping power. Revolvers slap, but the recovery between shots can get you killed when a second enemy appears. Keep a suppressed variant saved for PvE jobs where stealth saves you time.
SMGs and shotguns: the myth of the hallway hero
Submachine guns promise hip-fire heroics. Shotguns promise one-shot glory. Both can shine, but they also tempt you into bad habits.
SMGs excel in drive-bys, cramped interiors, and chase missions where an assault rifle feels unwieldy. The micro SMG is convenient on bikes and early vehicles, but it sprays wildly unless you feather the trigger. Once you unlock stronger SMGs, look for ones you can mod with grips and a small optic. The goal is laser-tight bursts, not endless hose. I keep one SMG slotted for vehicle shootouts and compact skirmishes that don’t justify a rifle.
Shotguns punish close-range pushes. They also tempt players to sprint into blind corners. If you run shotgun, pair it with a quick swap to a rifle so you are not dead weight outside ten meters. In story missions where you breach rooms or hold doorways, a pump or semi-auto with a flashlight turns tight spaces into meat grinders. The combat shotgun variants, where available, reward aggression but require discipline. Think angles and funneling targets, not charging across open lots.
Assault rifles: the day-in, day-out answer
Most fights in GTA 5 happen at mid-range, through car windows, across parking lots, up on roofs, or from cover to cover on wide streets. This is where assault rifles run the show. The carbine family, fitted with extended mags, a grip, and a clean reticle, will do 80 percent of your work. They control recoil, reward headshots, and switch between bursts and sustained fire without drama.
I’ve seen players obsess over single points of damage or rate-of-fire figures. Treat those as tiebreakers. The deciding factor is how the rifle behaves when you strafe, tap, and correct your aim during a fight. Does the sight picture bounce too much? Does the muzzle rise after the third shot? Can you land three headshots on moving targets who duck behind cover? If yes, you found your main.
In Online sessions, a trusty carbine or advanced rifle lasts you for years. You might carry a special rifle variant for set pieces, but the workhorse wins more firefights by being familiar. Practice quick peeks from cover with burst fire. Fire five to seven shots, reset, then reengage. If you hold the trigger through the full magazine, your hit percentage plummets and the time-to-kill stretches just when you need a finisher.
Sniper rifles: discipline and opportunity
Snipers split players into two camps: the ones who treat it like a trophy and the ones who cash in from rooftops. In story mode, snipers turn certain missions from scrappy brawls into surgical exercises. A basic sniper rifle with a better scope and a suppressor cleans out guards before a breach. If the mission permits pre-fight setup, take the high angle and trim the crowd. Not every scenario lets you do this, but the ones that do feel like cheating, in a good way.
In Online, the heavy sniper family rules long-range player duels, especially against vehicles or rooftop pests. Learn to quick-scope from a crouch, fire once, then move immediately. Good players triangulate your glint and return fire quickly. If you hold the angle too long, you eat a round. For moving vehicles, lead by a car length or more and aim for the driver’s side window. When you pop a pilot, take cover right away. Friends often circle back angry.
Heavy weapons: insurance policies, not primaries
Rocket launchers, grenade launchers, and miniguns feel like power buttons. They also attract cops, explode your budget, and leave you empty when ammo runs dry. Treat them like emergencies or anti-vehicle solutions.
Grenade launchers shine in alleys and stairwells. Shoot at feet, not torsos, and bounce grenades onto groups. RPGs erase choppers and nuisance cars in one click, but keep track of line of sight. Nothing ruins a day like your own backblast off a doorframe. In Online, the homing launcher is a crutch against jets and helicopters, but pilots who know their flares can bait you into wasting rockets. Mix homing with a heavy sniper and switch as soon as the lock becomes unreliable.
The minigun exists for those “hold the line” moments during high wanted levels or multi-wave jobs. Pull it out when you need to mow a swarm in the open. Otherwise, leave it alone. The spin-up, the ammo thirst, and the movement penalty matter.
Throwables: silent force multipliers
Grenades, sticky bombs, tear gas, and molotovs often sit untouched in the wheel. That is a waste. They end chases, peel squads out of cover, and win time-based setups with minimal noise.
Sticky bombs are remote-control solutions that let you design the fight. Plant them near choke points before you start an objective. On timed escapes, throw one behind you, tap the detonator once enemies move into the kill zone, then move on. In car chases, toss a sticky underhand at low speed, brake to tuck the AI behind you, then click. A molotov in a narrow stairwell tells a half-dozen enemies to take the long way. Flares can distract or mark lines of approach for friends in Online heists.
Don’t spam. Good throwables are about planning, not panic. The best players spend more on C4 and less on medkits because they avoid damage entirely.
Melee and odd tools: niche, but not useless
Melee in GTA 5 lives on the margins, but it comes up in stealth and in scuffles where suppressed shots would blow your cover. A quiet baton or knife gives you one-tap eliminations if you get close. Learn the lunge distance and commit. If you hesitate, the guard turns and the whole compound wakes up.
The AP Pistol and some compact weapons function as “odd tools,” bridging roles between cars, stealth, and all-around duty. Treat them as glue in your kit. The better you know their strengths, the more you can downsize and still feel ready.
What to carry for the story missions
Across the main story, your objectives vary wildly. You might be sniping power transformers one hour and clearing a meth lab the next. Money limits hurt early, then fade. Still, streamlined kits perform better than everything-and-the-kitchen-sink.
I default to a suppressed heavy or combat pistol, a carbine with grip and extended mag, an SMG for vehicles, a pump or semi-auto shotgun for breaches, a basic sniper with a clear scope, a grenade launcher, a handful of stickies, and a knife. That list sounds long, but in practice you mostly swap between pistol, carbine, and a situational tool. The sniper and launcher live for mission scripts. The throwables save you from awkward shootouts on stairwells, fences, or tight turn-ins.
Mission examples help. In the heist where you manage crowd control and push through hallways, the shotgun and carbine tag-team. Use the shotgun to bully close quarters, then switch to the rifle the second you enter a larger space. In rooftop chases, the SMG gives you enough volume while you sprint. For the FIB job from the high-rise, a sniper sets the tone before your crew breaches. The more you prepare upstairs, the less you bleed downstairs.
GTA Online realities: players, vehicles, and time pressure
If story mode revolves around set pieces, Online revolves around chaos. You are not just fighting AI. You are solving logistics. Can you do three contracts, a client job, and a sell mission before the lobby turns sour? Can your loadout handle a batmobile tryhard, an Oppressor, and a griefer with a minigun, all inside fifteen minutes?
Build your Online loadout around counterplay. You need a quick-draw pistol that can work from a bike, a main rifle that locks down mid-range duels, a sniper that pops vehicles and rooftop campers, and an explosive option that deletes cars, helicopters, or roadblocks. Everything else is luxury. Resist the temptation to lug a crowded wheel if it slows your swap time.
I run a combat or heavy pistol for steady DPS, a carbine or advanced rifle as the anchor, a heavy sniper for long-range punch, and an RPG for vehicles. Stickies ride along for chase control, with one shotgun in case a fight dives into a store or warehouse. This looks standard because it is standard, and it works.
Modding that matters, modding that doesn’t
You can spend a fortune making guns look pretty. You only need a few mods to raise performance.

Extended mags are mandatory on primaries. They let you finish multiple targets without the reload tax, and in Online they save you from reloading in the open while someone closes the angle. Grips and compensators tame recoil. If a gun’s recoil pattern annoys you, fix it here before you swap platforms entirely. Suppressors are worth it on pistols and certain rifles for stealth setups, but I remove them on my main rifle to keep handling crisp unless the job demands silence.
Optics are personal. A simple reflex sight is my go-to for third-person because it dodges visual clutter. If you like first-person precision, step up to a mid-zoom optic on rifles and a clear high-magnification scope on snipers. Avoid bulky scopes that mask your peripheral view during frantic fights. Flashlights sound gimmicky until you clear a dark warehouse. In story mode, they spot enemies who blend into shadows, and you stop eating random pellets from corners.
Two field-tested loadouts that cover almost everything
Here are two compact sets that I have used for years, trimmed to keep swaps fast and roles clear.
Balanced mission runner:
Suppressed heavy pistol with extended mag
Carbine rifle with grip, extended mag, reflex sight
SMG with suppressor for vehicle fire
Pump or semi-auto shotgun with flashlight
Basic sniper with clean scope
Grenade launcher
Stickies and a knife
Online lobby survivor:
Combat or heavy pistol
Carbine or advanced rifle with grip and extended mag
Heavy sniper
RPG or homing launcher depending on lobby vehicle mix
Stickies, plus one close-quarters gun you trust indoors
These two kits share a spine: accurate mid-range rifle, dependable sidearm, situational heavy hitter, and throwables. Swap the garnish based on lobby behavior or mission type.
Managing ammo and costs without going broke
Ammo management matters less once you are rich and stocked. Early on, it shapes everything. In story mode, keep pistol and rifle ammo topped up. You will rip through magazines during longer missions and end up with empty clicks during the worst times. Shotgun shells and sniper rounds burn slower if you use them surgically. If you are low on cash, buy ammo for your primaries first. Explosives can wait.
In Online, think in cycles. If you plan to run three CEO jobs and a bunker sale, buy a stack of rifle ammo and at least a few rockets before you start. Nothing slows a run like detouring to Ammu-Nation mid-streak. During contact missions that spawn waves, loot bodies. The slow jog to pick up dropped ammo saves more than it costs in time.
A habit that pays off is swapping to your pistol for finishers and low-threat targets. This lets your rifle magazines carry you through the heavy lifts. If you are hoarding rockets for a sell mission, use stickies or gunfire on smaller threats.
When to go loud, when to go quiet
Stealth in GTA 5 is a tool, not a creed. Use it when the path to the objective becomes cleaner, not to chase style points. Suppressed pistols and rifles let you thin guards during setups and cut alarms that spawn extra waves. If a mission lets you do the quiet approach in two minutes or the loud approach in eight, you already know the right answer. Stealth also lowers your ammo burn and reduces the risk of a stray NPC calling the cavalry.
Go loud when the clock matters or when the objective punishes delay. Heist finales, timed hacks, and multi-wave survivals belong to rifles and explosives. Just do not mistake noise for speed. Loud play still benefits from clean target prioritization: snipers and rocketeers first, then flankers, then the mass.
Countering vehicles and aircraft without overcommitting
You cannot predict every Oppressor pass or armored Kuruma rolling at you, but you can stay ready without bloating your wheel. A single heavy sniper or RPG solves most vehicle problems if your aim is steady. The homing launcher plugs the gaps, especially for helicopter sweeps. Yet each of these tools taxes your carry weight in mental terms. The more options you hold, the slower you choose.
Use terrain to help. If a jet strafes you, break line of sight under a bridge, then poke to take a heavy sniper shot. If a Kuruma harasses, bait it into tight alleys where rockets splash the walls. Stickies on the apex of a corner turn a chase into a wreck. Players who live in vehicles forget the map’s choke points. Make them collide with your plan.
Solo play versus crew play: adjusting roles
If you roll solo, your kit must do everything. That means one weapon for each range and one explosive. The rifle wears the crown. You carry a sniper for vehicles and distant threats, a pistol for quick draws and quiet work, and one launcher. Your throwables become your second teammate.
In a crew, specialize. One player runs long-range overwatch with a heavy sniper and calls targets. Another anchors mid-range with a carbine and keeps sticky bombs ready for cars. A third moves close with a shotgun or SMG to flush corners. Rotating roles based on the mission keeps everyone fresh and fits different temperaments. Not everyone enjoys holding a scope for five minutes. Trade after each setup and you will notice your team moving faster with fewer deaths.
The human factor: familiarity beats perfect stats
I have watched friends drop a “weaker” rifle but win gunfights because they know its rhythm. They burst in exactly the number of shots that stay flat, they compensate the same way every time, and they reset between bursts like a metronome. That fluency beats a raw-stat upgrade chosen five minutes ago.
So pick a main rifle and a main pistol, then stay loyal through a dozen missions. Learn how far you can push before shots drift. Learn the exact arc of your sticky bombs at jogging speed. Spend five minutes in an empty lot throwing grenades against walls at different distances to read bounces. This sounds nerdy. It pays in the field when intuition takes over.
Edge cases and oddball picks that actually work
Every now and then a weapon that looks like a novelty earns a home in your wheel. The marksman-style rifles, for example, shine in hybrid fights where you need to fire rapidly while maintaining precision beyond carbine distance. They delete players who peak the same rooftop corner twice. A compact rifle or carbine variant that allows drive-by fire becomes clutch in Online when you need rifle performance from a bike.
Even the flare gun has a purpose. It can draw attention, light an area, and in a pinch signal teammates in chaotic lobbies where voice chat is off and the minimap lies. Molotovs, meanwhile, act as low-cost area denial that forces enemies off comfortable cover. If it sounds situational, it is. Situational tools define close games.
Troubleshooting common mistakes
Two patterns sink players the most. The first is chasing too many guns. You bounce between platforms and never achieve muscle memory. Pare down to one trusted option in each slot. The second is refusing to disengage. GTA 5 rewards survival and objective progress, not chest-beating. If a rooftop camper has your number, relocate, switch to a sniper, and make him guess again. If an armored vehicle corners you, vanish for thirty seconds, buy time, then attack on your terms.
Other small fixes pay off. Turn off motion blur if it ruins your tracking. Adjust aiming sensitivity until you can flick to head height without overshooting. Use cover deliberately, not decoratively. Half the map’s props are fake cover. Learn which railings and car hoods actually protect you.
A practical way to test your loadout
You do not need spreadsheets to validate your kit. A quick loop through a few activities tells you the truth.
- In story mode, pick a police station or industrial block at dusk. Engage a wanted level and fight through one full cycle of reinforcements using only your chosen rifle and pistol. If you reload in the open or miss too many headshots, adjust your attachments. Then repeat with your shotgun and SMG indoors. Note where your sights feel slow or your recoil climbs. In Online, run a mix of a contact mission with waves, a VIP job, and a free-mode skirmish against one aggressive player. Keep the same loadout across all three. If you find yourself longing for a missing tool twice, add it. If a weapon never leaves the wheel, cut it.
This loop takes 30 to 45 minutes and saves you hours of frustration later. Your goal is not perfection. It is confidence.
Final thoughts from the field
GTA 5 hands you a city full of possibilities, then quietly rewards the players who simplify. The best loadouts are boring on paper: a steady pistol, a reliable carbine, a purposeful sniper, a single explosive, and a throwable you actually use. Everything else is flavor for specific missions or moods. Learn the maps, learn your gun’s breath, and stop switching every other day. The loadout you know is the loadout that wins.