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Difference between revisions of "Talk:Receiver 2"
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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. | 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: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...]] | ||
==SIG-Sauer P226== | ==SIG-Sauer P226== |
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.