You jump into GTA 5 like everyone else, right. Steal a car, run a few missions, mess around in the city, and for a while it feels fine. Then the game suddenly expects you to deal with armoured guys and perfect aim while you are still running around with starter guns and weak stats. At that point you realise the game is not really unfair, you just have not been unlocking and levelling the right stuff. If you pace your progress and treat upgrades as part of the game, not some boring chore, the whole thing starts to feel way smoother, especially when you mix in tools like GTA 5 Modded Accounts buy for a boost during new playthroughs.
Early Game: Survive The Scrappy Phase
At the start you are broke, missing shots, and praying the cops do not look too closely at your driving. This is when Ammu-Nation needs to become a regular stop, not just somewhere you go when the story forces you in. Check back whenever you knock out a couple of missions, because new weapons and attachments creep into the shelves without much fanfare. Franklin is your real carry here though. Any time you are in a chase, slam that special driving ability, even if you are not in trouble yet. The more you use it, the longer it lasts, and later on that slow-motion cornering is the only reason you will make it through some escapes in one piece. The shooting range feels like a mini-game you could ignore, but doing a few rounds there quietly bumps accuracy and reload speed, which matters way more than an extra car in your garage at this stage.
Mid Game: When The Bullets Start To Hurt
Once you hit the middle stretch of the story, enemies stop behaving like paper targets. They move better, hit harder, and suddenly a simple robbery mission feels like a war zone. This is the point where Flight School stops being optional. The flying controls feel clunky at first, everyone feels that, but after a handful of lessons planes and helicopters stop fighting you every second. That pays off when the game throws low-altitude flying or tight landings at you while people are shooting from the ground. On foot, Michael becomes the star. His bullet-time style special turns tough shootouts into something you can actually control. If you replay a few missions just to pop his ability over and over, you will notice a night-and-day difference in those big warehouse and street battles.
Late Game: Heists And Heavy Weapons
By the time the last heists come up, the game is pretty ruthless if you are underpowered. Cops and enemies arrive in waves, and you can not just hide behind one car door and slowly peek. This is where having all three characters' special bars maxed actually shifts things in your favour. Franklin can weave through traffic when everything goes wrong, Michael can clear a stack of enemies in seconds, and Trevor turns into a walking tank when it all gets messy. Money should not be your worry here, so do not hesitate on the big toys at Ammu-Nation. Miniguns, grenade launchers, full armour, the whole lot. You are not buying them to flex; you are buying them because the game starts throwing entire squads at you instead of a couple of guys, and crowd control becomes the only way to keep up.
Staying On Top Of Progress
It is easy to lose track of all this when you are bouncing between missions and messing around in free roam, so it helps to build a small routine. Every now and then, pop into a safehouse, hit the wardrobe, and see if new outfits or gear have appeared. That usually means you have quietly unlocked something useful through story progress. Take a quick look at the character wheel too. If a stat bar has barely moved in hours, force yourself to lean into that skill for a bit, whether it is flying, driving, or shooting. As a platform that makes it simple to like buy game currency or items in RSVSR, RSVSR is handy when you do not want to grind quite as hard, and you can pick up rsvsr GTA 5 Accounts to jump into heists with a setup that already feels tuned instead of starting from nothing.