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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.  
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Automatic pistols (or, alternatively, self-loading pistols) are ALWAYS a better choice than 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 comparatively 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.  
 
==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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==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 are ALWAYS a better choice than automatic pistols. The greatest point in favor of the revolvers is their simple method of operation; they cannot experience malfunctions, and clearing a 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 before firing a shot, giving them a very light trigger pull and comparatively high first-shot accuracy.  
 
==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 occasionally spawn with the [[Colt Detective Special]] as their sidearm. 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]]
 
==Colt Single Action Army==
 
==Colt Single Action Army==

Revision as of 13:59, 23 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) are ALWAYS a better choice than 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 comparatively 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.

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.

Beretta M9 - 9x19mm Parabellum
The Beretta M9 in the help menu.
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.
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.
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).
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.
Utilizing the Beretta's clear irons, the player takes aim at a drone...
...and strikes it down with the power of a small piece of metal moving really fast.
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.
A quick tug of the slide fixes the jam, thankfully.
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

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.

Colt M1911 (dated 1913) - .45 ACP
World War II Colt M1911A1 - .45 ACP
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.
Standing in the midst of a burning city, the player grasps their M1911 firmly. Desperately, even.
Of course, a decocked M1911 is as useful as a paperweight, so the player pulls back on the hammer to ready the pistol.
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.
The player loads a few new rounds into the M1911's magazine.
Toggling the safety, the player press checks the 1911.
Spurred into action by the refreshing sight of brass in the chamber, the player draws a bead on a hostile drone.
Pulling the trigger; the results are as expected.
The pistol mid-recoil.

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
The Desert Eagle Mark XIX as it appears in the game's help menu.
Finding themselves tucked away in the back corridors of a dead industrial zone, the player holds the Desert Eagle, hammer down and safety engaged, at a low ready.
Even a Desert Eagle is useless without ammunition, however, so the player holsters the handcannon and loads some .50 AE rounds into the weapon's magazine. The red "X" indicates that this magazine is partially "blocked", meaning that it holds only 4 rounds instead of 7.
After inserting the magazine into the weapon, the player brings a round into the chamber.
Performing a press check, which is met with satisfactory results.
Having completed the Deagle's reloading process, the player holds the locked-n'-loaded handgun in their not-hands. Attempting to holster the weapon in this state is generally inadvisable, as hesitating for even a fraction of a second when holding the "holster" button will cause a negligent discharge. Unlike the game's other weapons, the Desert Eagle offers no second chances to a player that shoots themselves in the leg - it only takes one self-inflicted .50 AE round to end a run.
Receiver 2's firearms handling system allows the player to perform actions not seen in other flatscreen first-person shooters; for example, by holding the "hammer" button, pulling the trigger, and releasing the "hammer" button, the player can safely lower the Deagle's hammer without firing the weapon. The hammer can then be re-cocked to fire, but letting your finger slip off the hammer button too quickly (before it is fully cocked) will cause it to fall, firing the handgun.
In a different area, the player holds a new fully-loaded magazine in one hand and a locked-open Desert Eagle in the other.
Aiming down the Mark XIX's iron sights at a turret.
A fraction of a second later, the player pulls the trigger. In response, the Eagle's slide shoots backwards and a fireball erupts from the muzzle.
The handgun at full recoil, which demonstrates an oddly octangular spent casing in the midst of being ejected.
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.

Hi-Point C9 - 9x19mm Parabellum
The Hi-Point C9 as it appears in the help menu.
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.
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.
One press of the "V" button allows visual access to the chamber, revealing... nothing.
One inserted magazine and powerstroke later and the glint of brass speaks to the affirmative.
The player, while standing on a balcony, investigates the left side of the C9.
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.
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.
Slightly later, disaster strikes again. After neutralizing a turret, a spent 9mm casing fails to eject properly, causing a "stovepipe".
A quick pull of the slide (via the "R" button) dislodges the casing. At least it wasn't a double feed...

SIG-Sauer P226

Revolvers

Revolvers are ALWAYS a better choice than automatic pistols. The greatest point in favor of the revolvers is their simple method of operation; they cannot experience malfunctions, and clearing a 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 before firing a shot, giving them a very light trigger pull and comparatively high first-shot accuracy.

Colt Detective Special

The player can occasionally spawn with the Colt Detective Special as their sidearm. 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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