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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. | 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. | ||
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==Beretta M9== | ==Beretta M9== | ||
The [[Beretta M9]] appears as an available handgun in-game. With its generously-sized 15-round magazine and toggleable safety (which also functions as a decocker), the M9 is both an effective and relatively safe option. The design of its safety allows the player to manipulate the slide to chamber a round or perform a press check, for example, without having to put the firearm in a condition where it could potentially fire, which both wastes ammunition and risks personal injury. | The [[Beretta M9]] appears as an available handgun in-game. With its generously-sized 15-round magazine and toggleable safety (which also functions as a decocker), the M9 is both an effective and relatively safe option. The design of its safety allows the player to manipulate the slide to chamber a round or perform a press check, for example, without having to put the firearm in a condition where it could potentially fire, which both wastes ammunition and risks personal injury. | ||
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[[File:Receiver2 M9 1.jpg|600px|thumb|none|The Beretta M9 in the help menu. ]] | [[File:Receiver2 M9 1.jpg|600px|thumb|none|The Beretta M9 in the help menu. ]] | ||
[[File:Receiver2 M9 2.jpg|600px|thumb|none|Standing just outside an apartment, the player holds the M9 (with the safety on) and one of its magazines. If the witness holes are to be trusted, this mag has approximately 11-12 rounds in it. ]] | [[File:Receiver2 M9 2.jpg|600px|thumb|none|Standing just outside an apartment, the player holds the M9 (with the safety on) and one of its magazines. If the witness holes are to be trusted, this mag has approximately 11-12 rounds in it. ]] | ||
− | [[File:Receiver2 M9 3.jpg|600px|thumb|none|Working to clear a hallway with the Beretta in their hands, the player breathes a sigh of relief that the ceiling turret in their peripheral vision has already been put out of the fight with a clean shot to the motor, which prevents it from rotating.]] | + | [[File:Receiver2 M9 3.jpg|600px|thumb|none|Working to clear a hallway with the Beretta in their hands, the player breathes a sigh of relief that the ceiling turret in their peripheral vision has already been put out of the fight with a clean shot to the motor, which prevents it from rotating. If the player were to try and pull the pistol's hammer in this state, it would simply decock itself harmlessly.]] |
− | [[File:Receiver2 M9 4.jpg|600px|thumb|none|Press-checking the service pistol. | + | [[File:Receiver2 M9 4.jpg|600px|thumb|none|Press-checking the service pistol. The M9 is arguably one of the safest/easiest guns to perform a press check on, as its slide-mounted safety allows the slide to be operated when the safety is on (unlike the Hi-Point C9 or M1911) while also preventing the hammer/striker from being primed as the slide is racked (which cannot be said of the P226, Glock 17, or Desert Eagle).]] |
[[File:Receiver2 M9 5.jpg|600px|thumb|none|The player takes the safety off their Beretta, manually pulling back the hammer as they do so. This provides a shorter trigger-pull, which in turn grants better first-shot accuracy.]] | [[File:Receiver2 M9 5.jpg|600px|thumb|none|The player takes the safety off their Beretta, manually pulling back the hammer as they do so. This provides a shorter trigger-pull, which in turn grants better first-shot accuracy.]] | ||
− | [[File:Receiver2 M9 6.jpg|600px|thumb|none| | + | [[File:Receiver2 M9 6.jpg|600px|thumb|none|Utilizing the Beretta's clear irons, the player takes aim at a drone...]] |
− | [[File:Receiver2 M9 7.jpg|600px|thumb|none|...and | + | [[File:Receiver2 M9 7.jpg|600px|thumb|none|...and strikes it down with the power of a small piece of metal moving really fast. ]] |
− | [[File:Receiver2 M9 9.jpg|600px|thumb|none|Back inside the apartment, the player experiences an unfortunate failure-to-eject (stovepipe) malfunction. ]] | + | [[File:Receiver2 M9 9.jpg|600px|thumb|none|Back inside the apartment, the player experiences an unfortunate failure-to-eject (stovepipe) malfunction. In the world of ''Receiver 2'', an intangible force known as the Threat stacks the deck in its favor by manipulating probability, making most weapons much more unreliable than in real life.]] |
− | [[File:Receiver2 M9 8.jpg|600px|thumb|none|A quick tug of the slide fixes | + | [[File:Receiver2 M9 8.jpg|600px|thumb|none|A quick tug of the slide fixes the jam, thankfully.]] |
− | [[File:Receiver2 M9 10.jpg|600px|thumb|none|Back in the Compound, the player takes a look at the left side of the M9. ]] | + | [[File:Receiver2 M9 10.jpg|600px|thumb|none|Back in the Compound, a combination training facility/yoga resort, the player takes a look at the left side of the M9. This reveals its slide-mounted markings, which designate it as a "U.S. 9mm M9-P.BERETTA 63490" and reveal that it was made in Italy (as M9s made in the USA read "M9-BERETTA U.S.A." instead). ]] |
==Colt M1911/A1 Hybrid== | ==Colt M1911/A1 Hybrid== | ||
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[[File:M1911Colt.jpg|350px|thumb|none|World War II Colt M1911A1 - .45 ACP]] | [[File:M1911Colt.jpg|350px|thumb|none|World War II Colt M1911A1 - .45 ACP]] | ||
[[File:Receiver2 1911 1.jpg|600px|thumb|none|The hybrid 1911 in the help menu. Note the combination of M1911 (diamond grips, larger hammer, slide markings) and M1911A1 (short trigger + cutaways, curved spring housing, larger ejection port) features.]] | [[File:Receiver2 1911 1.jpg|600px|thumb|none|The hybrid 1911 in the help menu. Note the combination of M1911 (diamond grips, larger hammer, slide markings) and M1911A1 (short trigger + cutaways, curved spring housing, larger ejection port) features.]] | ||
− | + | [[File:Receiver2 1911 2.jpg|600px|thumb|none|Standing in the midst of a burning city, the player grasps their M1911 firmly. Desperately, even. ]] | |
+ | [[File:Receiver2 1911 3.jpg|600px|thumb|none|Of course, a decocked M1911 is as useful as a paperweight, so the player pulls back on the hammer to ready the pistol.]] | ||
+ | [[File:Receiver2 1911 4.jpg|600px|thumb|none|Attempting to holster the handgun in this state is suicidal, so it's best to put on the safety on until you're ready to shoot. This can, correctly, only be done when the hammer is pulled back.]] | ||
+ | [[File:Receiver2 1911 5.jpg|600px|thumb|none|The player loads a few new rounds into the M1911's magazine. ]] | ||
+ | [[File:Receiver2 1911 7.jpg|600px|thumb|none|Toggling the safety, the player press checks the 1911. ]] | ||
+ | [[File:Receiver2 1911 6.jpg|600px|thumb|none|Spurred into action by the refreshing sight of brass in the chamber, the player draws a bead on a hostile drone.]] | ||
+ | [[File:Receiver2 1911 8.jpg|600px|thumb|none|Pulling the trigger; the results are as expected. ]] | ||
+ | [[File:Receiver2 1911 9.jpg|600px|thumb|none|The pistol mid-recoil. ]] | ||
==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. | 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. | ||
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[[File:Receiver2 DesertEagle 12.jpg|600px|thumb|none|The handgun at full recoil, which demonstrates an oddly octangular spent casing in the midst of being ejected.]] | [[File:Receiver2 DesertEagle 12.jpg|600px|thumb|none|The handgun at full recoil, which demonstrates an oddly octangular spent casing in the midst of being ejected.]] | ||
[[File:Receiver2 DesertEagle 13.jpg|600px|thumb|none|A frame or two later and the handgun feeds the next round. The spent casing tumbles through the air, its job completed.]] | [[File:Receiver2 DesertEagle 13.jpg|600px|thumb|none|A frame or two later and the handgun feeds the next round. The spent casing tumbles through the air, its job completed.]] | ||
+ | ==Glock 17== | ||
+ | ==Hi-Point C9== | ||
+ | The [[Hi-Point C9]] is one of the guns the player can randomly be granted at the start of a new level. The C9 is a relatively simple striker-fired handgun (and thus lacks an exposed hammer, which simplifies handling) with an 8-round magazine. It lacks a slide release, which means that the player cannot manually lock the slide open and, after firing all their rounds, must pull back on the slide to unlock it, which can mess with the player's muscle memory. With its somewhat poor sights and stiff double-action trigger, the C9 is often not the best tool for a situation, but, like any other, can be made to work with enough patience and knowledge. | ||
+ | [[File:Hi point.jpg|350px|thumb|none|Hi-Point C9 - 9x19mm Parabellum]] | ||
+ | [[File:Receiver2 C9 1.jpg|600px|thumb|none|The Hi-Point C9 as it appears in the help menu. ]] | ||
+ | [[File:Receiver2 C9 2.jpg|600px|thumb|none|Having manifested on the rooftop, the player holds the C9 (with the safety on) in one hand and a magazine in the other. The magazine is partially blocked, however, which cuts its already poor 8 round capacity to just 6 rounds.]] | ||
+ | [[File:Receiver2 C9 3.jpg|600px|thumb|none|Six rounds is actually seven when the chamber is accounted for, however, so the player moves to check if the C9 has one in the tube. Seeing as the handgun's safety is enabled, this doesn't go very far.]] | ||
+ | [[File:Receiver2 C9 4.jpg|600px|thumb|none|One press of the "V" button allows visual access to the chamber, revealing... nothing. ]] | ||
+ | [[File:Receiver2 C9 5.jpg|600px|thumb|none|One inserted magazine and powerstroke later and the glint of brass speaks to the affirmative. ]] | ||
+ | [[File:Receiver2 C9 6.jpg|600px|thumb|none|The player, while standing on a balcony, investigates the left side of the C9. ]] | ||
+ | [[File:Receiver2 C9 7.jpg|600px|thumb|none|The player aims the C9 at the body of a drone. While not the easiest shot in the world to land, a hit to the middle of a drone's "body" often causes massive damage, destroying its battery or rotors instantly.]] | ||
+ | [[File:Receiver2 C9 8.jpg|600px|thumb|none|After firing just a single shot, the C9 experiences its first malfunction: a failure to return to battery. A firm hit to the rear of the slide (or a firm hit to the "T" key, the "release slide" binding) sends the slide forward, readying the handgun for action once again.]] | ||
+ | [[File:Receiver2 C9 9.jpg|600px|thumb|none|Slightly later, disaster strikes again. After neutralizing a turret, a spent 9mm casing fails to eject properly, causing a "stovepipe".]] | ||
+ | [[File:Receiver2 C9 10.jpg|600px|thumb|none|A quick pull of the slide (via the "R" button) dislodges the casing. At least it wasn't a double feed...]] | ||
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==SIG-Sauer P226== | ==SIG-Sauer P226== | ||
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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). | 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). | ||
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==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|350px|thumb|none|Colt Detective Special 1st Gen with Round Butt - .38 Special]] | [[File:Colt Detective Special.jpg|350px|thumb|none|Colt Detective Special 1st Gen with Round Butt - .38 Special]] | ||
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==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|350px|thumb|none|Colt Single Action Army with 5.5" barrel - .45 Long Colt ]] | [[File:ColtSingleActionArmy.jpg|350px|thumb|none|Colt Single Action Army with 5.5" barrel - .45 Long Colt ]] | ||
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==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|350px|thumb|none|Smith & Wesson Model M&P Revolver with 5" Barrel - .38 Special]] | [[File:S&W Model M&P.jpg|350px|thumb|none|Smith & Wesson Model M&P Revolver with 5" Barrel - .38 Special]] |
Revision as of 19:02, 22 April 2024
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. |
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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
The Beretta M9 appears as an available handgun in-game. With its generously-sized 15-round magazine and toggleable safety (which also functions as a decocker), the M9 is both an effective and relatively safe option. The design of its safety allows the player to manipulate the slide to chamber a round or perform a press check, for example, without having to put the firearm in a condition where it could potentially fire, which both wastes ammunition and risks personal injury.
Colt M1911/A1 Hybrid
The "Colt M1911" featured in Receiver 2 is a hybrid of the M1911 and the M1911A1. The weapon notably features the checkered grips, larger hammer spur, and markings of the M1911 while possessing the larger ejection port, curved mainspring housing, shorter trigger, and trigger frame cuts of the M1911A1. It holds only 7 rounds per magazine, which is low for an automatic pistol, but its relatively simple operation and manual safety make it an easy weapon to use effectively.
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.
Glock 17
Hi-Point C9
The Hi-Point C9 is one of the guns the player can randomly be granted at the start of a new level. The C9 is a relatively simple striker-fired handgun (and thus lacks an exposed hammer, which simplifies handling) with an 8-round magazine. It lacks a slide release, which means that the player cannot manually lock the slide open and, after firing all their rounds, must pull back on the slide to unlock it, which can mess with the player's muscle memory. With its somewhat poor sights and stiff double-action trigger, the C9 is often not the best tool for a situation, but, like any other, can be made to work with enough patience and knowledge.
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 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.
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.