Well here we are. The heist that beats nearly everyone.
Heat Street is generally the hardest heist for anyone to beat on their difficulty level and on 145+ it is no exception.
I have tried my best to write this section, but I have to honestly say two things before going any further.
My first time completing it was using the major AI exploit and I have only completed it straight three times.
I feel shame in having done the exploit, but this one I will cover as I know very few people that have never used the exploit at least once to get their gold masks.
Look at the very end of Heat Street Plan (Part 2)
Do it if you feel you need to as I can not honestly stand on the high ground for this one.
Two shields at the left parking lot entrance you need to push Matt through.
Two shields and two tazers at the top of the stairs after getting matt to the parking lot.
Four bulldozer drop from a helicopter while going up the overpass.
Increase in sniper spawns activating, though only the one at the end still respawns.
On this heist the host should know that the police will focus fire on him more than anyone else hurting his abililty to push forward first.
This is a common problem with being host that happens everywhere, but lack of cover on this heist shows how deadly it can be.
As such the host should be the one most prepared and knowledgeable of effective cover on this heist.
In most cases on this heist, once you have reached a swat van the police will be forced to stop spawning there.
This is a crucial thing to remember on this heist as it will stop them from spawning allowing your team to advance.
The police will also not advance over barricades as quickly if you are next to them controlling how many of them are in the area which is especially helpful geting Matt into the helicopter.
I will never mention Assaults during this plan as shutting down swat vans or killing police as they come over barricades will effectively leave them weak and slow them down most of the time.
They are also strange in how long they last or even when they start on this heist.
Hold out during assaults if you are down player and need to hostage, but I should not need to tell you that.
Two M308s and two Reinbecks are commonly chosen so that teammates can work in pairs with deadly force.
M308s are crucial for snipers as in some cases they only show their heads and are extremely handy for clearing the police car line halfway up the overpass.
Reinbecks are the quickest weapon to reliable react to most advancing threats and are just as useful for pushing when needed.
However substituitions can be made in both cases of my suggested weapons that I have made.
An M308 could possibly be exchanged for an AMCAR as it is accurate enough in most cases,
but will make the team slower at taking down snipers and more imprtantly the four bulldozers.
Reinbecks can be substituted for AKs which will allows for more range at the cost of needing to aim more carefully so you do not waste ammo.
I feel that for this heist the Brenner's low rate of fire and accuracy will only hurt a team.
It is somewhat of a biased opinion as I rarely use the brenner and the few times I have completed this heist straight my team did not either.
If you are an experienced user of the brenner on 145+ and feel you will do better with it than a Reinbeck or AK then by all means take it.
When it comes to secondaries GL40s are very handy for the large number of scripted shield spawns. However compact5s are nice for anyone needing a decent ranged weapon.
Two ammo and doctor bags like always and players should be really careful where the bags are placed as they are crucial to the success of this heist more than any other.
Extra Cable Ties is an option for one player to take advantage of the numerous civilians, but I think Extra Ammo benefits everyone more if all four players can always be shooting.
The first choice you have is to run or fight your way to Matt.Run!
Pros: Will let you typically skip two or three assaults saving you and your team ammo and time.
Can hostage back anyone that gets shot down before even the first assault starts.
Cons: Sacrifices health and cable ties which are both very valuable for pushing matt to the parking lot and up the overpass.
Requires everyone to run as close as possible together.
Due to game mechanics the host is most likely to be shot down first.
Directions: Run together as tightly as possible running down the left or right side.
Do not shoot any police unless you are tazed so you do not set off spawns further ahead.
First street with swat vans on the left side lacks cover to stop bullets, but less likely to be tazed or cloaked while the right is the opposite.Fight!
Pros: Saves health and will let you see early if everyone in your team is capable of pushing in a timely matter which will come into play two times later.
Can place an ammo bag in one of the side alleys on the second street with swat vans that can later be used when pushing matt to the parking lot.
Cons: Requires decent accuracy, quick reaction time, and effective use of cover.
Left side team must be able to take out a sniper that can shoot them in an alley on their side.
Directions: Split up in pairs on each side of the street while advancing down the first and second street with swat vans.
Move forward when possible getting as close to swat vans as possible to shut down the spawn.
Van Camping LocationsIn the Middle of the Area.
Pros: Small kill zone with only one direction that allows for many police to shoot at you from.
Allows you to keep four gas can spawns and the area around the van fairly clear.
Cons: No complete cover in any direction to rest behind.
Sniper spawn above may catch players off guard.Facing from the street, behind the container on the right side, next to the wall.
Pros: Two directions to shoot and enemies trickle forward.
Slow advancing allows for safe and easy bag use.
Cons: Rarely able to leave to pickup or place gas during assaults safely once police are crowded around the area.
Players will block each other's sight allowing police to shoot players unheeded.
Police will cut corners teleporting
right into the middle of the team.
Nowhere to move away from a bulldozer's shotgun blasts.
Moving Matt from the Van to the Parking Lot
Now comes the part where most teams fall apart.
The main goal is to take the right side alley pathway to the swat vans at the end of the street.
Once those vans are reached the spawns will stop and they will only be able to spawn in the alley you are pushing Matt to.
Spliting up into pairs will be the safest option here and both pairs need to be able to take down snipers.
The first pair will push forward into the right alley trying to get to the vans at the back of the street.
The second pair pushing Matt should be ready to take cover and hold out in the left alley behind the dumpsters.
Once the far swat vans are shutdown by the first pair they can start killing police still on the street and then work their way to the parking lot distracting newly spawned police trickleing in from the alley.
The second pair should clear out any police they can see from the alley and check right for any police that may have passed them by before moving Matt.
Once both pairs meetup they should be able to make quick work of any remaining police and finally push Matt into the alley to open up the last part of the heist.
Also before moving on check the building past and above the overpass looking from the parking lot for a sniper.