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Difference between revisions of "Talk:Receiver 2"

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=Automatic Pistols=
 
=Automatic Pistols=
 +
Automatic pistols (or, alternatively, self-loading pistols) in ''Receiver 2'' have a different set of pros and cons compared to revolvers. Their greatest advantage is their superior magazine capacity, as all of the game's automatic pistols can hold more (sometimes much more) than 6 rounds. Reloading is also a somewhat streamlined experience; a player with multiple loaded magazines can reload extremely quickly, while a player with just one magazine still has the benefit of not needing to worry about cylinder rotation or blocked chambers. Automatic pistols, unlike revolvers, can experience numerous malfunctions, however. Stovepipes, double-feeds, handicapped magazines, and failure-to-feeds can range from mildly annoying to crippling, depending on the player's current level and situation.
 +
 
==Beretta M9==
 
==Beretta M9==
==Colt M1911==
+
==Colt M1911A1==
 
==Desert Eagle Mark XIX==
 
==Desert Eagle Mark XIX==
 +
The [[Desert Eagle Mark XIX]] in .50 AE is the most powerful of the game's firearms. Holding 7+1 rounds, the Desert Eagle is capable of dealing immense damage to turrets and drones, frequently destroying multiple components or completely disabling the machine with just a single shot. Shot placement still matters, however, and the Desert Eagle is dead last in the "ease of making a quick follow-up shot" department. Its magazine size, joint worst in the game, also leaves a lot to be desired.
 +
[[File:Deser Eagle XIX 50AE Picatinny.jpg|450px|thumb|none|Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]
 +
 
==Glock 17==
 
==Glock 17==
 
==Hi-Point C9==  
 
==Hi-Point C9==  
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=Revolvers=
 
=Revolvers=
 
+
Revolvers have their own advantages and disadvantages when compared to automatic pistols. The greatest point in favor of the revolvers is their simple method of operation; they cannot experience malfunctions, and clearing a misfire or blocked chamber is as easy as pulling the trigger again. The DA/SA revolvers can also be fired in single-action by pulling back on the hammer, giving them a very light trigger pull and comparatively good first-shot accuracy. The greatest disadvantages of the revolvers, however, are their small and unexpandable cylinder capacities as well as the need to manage cylinder rotation (when dealing with blocked chambers).
  
 
==Colt Detective Special==  
 
==Colt Detective Special==  
 
The player can unlock the [[Colt Detective Special]] by completing the first level for the first time (check this?). Its cylinder rotates clockwise, so any blocked chambers are best aligned to the right of the barrel. Its short barrel makes the revolver faster to pull from a holster but makes longer shots less reliable.  
 
The player can unlock the [[Colt Detective Special]] by completing the first level for the first time (check this?). Its cylinder rotates clockwise, so any blocked chambers are best aligned to the right of the barrel. Its short barrel makes the revolver faster to pull from a holster but makes longer shots less reliable.  
[[File:Colt Detective Special.jpg|300px|thumb|none|Colt Detective Special 1st Gen with Round Butt - .38 Special]]
+
[[File:Colt Detective Special.jpg|450px|thumb|none|Colt Detective Special 1st Gen with Round Butt - .38 Special]]
  
 
==Colt Single Action Army==
 
==Colt Single Action Army==
 
The [[Colt Single Action Army]] is unlocked by completing the fourth level for the first time, making it the last weapon the player can unlock. As a vintage single-action revolver, the SAA is significantly harder to use than any other weapon in the game. Time-consuming reload notwithstanding, the Single Action Army's greatest shortcoming is its lack of a transfer bar safety, which means that the hammer either needs to be at half-cock or resting over an empty chamber to safely holster. Failing to do so can result in the revolver misfiring (directly into the player's leg) after a fall.  
 
The [[Colt Single Action Army]] is unlocked by completing the fourth level for the first time, making it the last weapon the player can unlock. As a vintage single-action revolver, the SAA is significantly harder to use than any other weapon in the game. Time-consuming reload notwithstanding, the Single Action Army's greatest shortcoming is its lack of a transfer bar safety, which means that the hammer either needs to be at half-cock or resting over an empty chamber to safely holster. Failing to do so can result in the revolver misfiring (directly into the player's leg) after a fall.  
[[File:ColtSingleActionArmy.jpg|300px|thumb|none|Colt Single Action Army with 5.5" barrel - .45 Long Colt ]]
+
[[File:ColtSingleActionArmy.jpg|450px|thumb|none|Colt Single Action Army with 5.5" barrel - .45 Long Colt ]]
  
 
==Smith & Wesson Model 10==
 
==Smith & Wesson Model 10==
 
The [[Smith & Wesson Model 10]] is one of the weapons that the player can spawn with. In contrast to the Detective Special, the Model 10's cylinder spins counter-clockwise; this means that any blocked chambers should be placed to the left of the barrel. The Model 10's long barrel gives it superior accuracy but makes it slower on the draw.  
 
The [[Smith & Wesson Model 10]] is one of the weapons that the player can spawn with. In contrast to the Detective Special, the Model 10's cylinder spins counter-clockwise; this means that any blocked chambers should be placed to the left of the barrel. The Model 10's long barrel gives it superior accuracy but makes it slower on the draw.  
[[File:S&W Model M&P.jpg|300px|thumb|none|Smith & Wesson Model M&P Revolver with 5" Barrel - .38 Special]]
+
[[File:S&W Model M&P.jpg|450px|thumb|none|Smith & Wesson Model M&P Revolver with 5" Barrel - .38 Special]]

Revision as of 19:09, 19 April 2024

ITLOFFiringPistol.jpg

Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Receiver 2 for current discussions. Content is subject to change.


Receiver 2
Receiver2.jpg
Steam Box Art
Release Date: April 14, 2020
Developer: Wolfire Games
Publisher: Wolfire Games
Platforms: Microsoft Windows

MacOS

Genre: First-Person Shooter


Released in 2020 as a sequel to 2012's Receiver, Receiver 2 is a first-person shooter with an emphasis on realistic firearms handling published and developed by Wolfire Games. The player, a "Receiver", is given a random weapon and tasked with navigating a procedurally-generated urban environment while evading hostile Killdrones and collecting cassette tapes. As in the first game, Receiver 2 has a complex weapons handling system where each function of the weapon (hammer, safety, slide release, slide, magazine release, ect.) is mapped to a different button, which effectively requires the player to execute long series of inputs to reload a firearm. To further complicate gameplay, the player's firearms can also experience various malfunctions, such as double-feeds and failure-to-ejects, and the magazines/cylinders of their weapons can be partially blocked off, restricting their capacities.


The following weapons appear in the video game Receiver 2:


Automatic Pistols

Automatic pistols (or, alternatively, self-loading pistols) in Receiver 2 have a different set of pros and cons compared to revolvers. Their greatest advantage is their superior magazine capacity, as all of the game's automatic pistols can hold more (sometimes much more) than 6 rounds. Reloading is also a somewhat streamlined experience; a player with multiple loaded magazines can reload extremely quickly, while a player with just one magazine still has the benefit of not needing to worry about cylinder rotation or blocked chambers. Automatic pistols, unlike revolvers, can experience numerous malfunctions, however. Stovepipes, double-feeds, handicapped magazines, and failure-to-feeds can range from mildly annoying to crippling, depending on the player's current level and situation.

Beretta M9

Colt M1911A1

Desert Eagle Mark XIX

The Desert Eagle Mark XIX in .50 AE is the most powerful of the game's firearms. Holding 7+1 rounds, the Desert Eagle is capable of dealing immense damage to turrets and drones, frequently destroying multiple components or completely disabling the machine with just a single shot. Shot placement still matters, however, and the Desert Eagle is dead last in the "ease of making a quick follow-up shot" department. Its magazine size, joint worst in the game, also leaves a lot to be desired.

Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE

Glock 17

Hi-Point C9

SIG-Sauer P226

Revolvers

Revolvers have their own advantages and disadvantages when compared to automatic pistols. The greatest point in favor of the revolvers is their simple method of operation; they cannot experience malfunctions, and clearing a misfire or blocked chamber is as easy as pulling the trigger again. The DA/SA revolvers can also be fired in single-action by pulling back on the hammer, giving them a very light trigger pull and comparatively good first-shot accuracy. The greatest disadvantages of the revolvers, however, are their small and unexpandable cylinder capacities as well as the need to manage cylinder rotation (when dealing with blocked chambers).

Colt Detective Special

The player can unlock the Colt Detective Special by completing the first level for the first time (check this?). Its cylinder rotates clockwise, so any blocked chambers are best aligned to the right of the barrel. Its short barrel makes the revolver faster to pull from a holster but makes longer shots less reliable.

Colt Detective Special 1st Gen with Round Butt - .38 Special

Colt Single Action Army

The Colt Single Action Army is unlocked by completing the fourth level for the first time, making it the last weapon the player can unlock. As a vintage single-action revolver, the SAA is significantly harder to use than any other weapon in the game. Time-consuming reload notwithstanding, the Single Action Army's greatest shortcoming is its lack of a transfer bar safety, which means that the hammer either needs to be at half-cock or resting over an empty chamber to safely holster. Failing to do so can result in the revolver misfiring (directly into the player's leg) after a fall.

Colt Single Action Army with 5.5" barrel - .45 Long Colt

Smith & Wesson Model 10

The Smith & Wesson Model 10 is one of the weapons that the player can spawn with. In contrast to the Detective Special, the Model 10's cylinder spins counter-clockwise; this means that any blocked chambers should be placed to the left of the barrel. The Model 10's long barrel gives it superior accuracy but makes it slower on the draw.

Smith & Wesson Model M&P Revolver with 5" Barrel - .38 Special

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