Receiver 2

Receiver 2

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Any mods to remove jammed cylinders/constant firearms failures/glocklegging?
Don't wanna hear any bs about "just git gud bruh," okay? The first game is perfectly fine without any of these canonically inconsistent, contrived, unrealistic gameplay mechanics, so I've been playing that, but I like the graphics and sound and all a lot better in this sequel, so I'd like to play this instead.

You're done typing your comment about how I should just get over it and enjoy the poor game design choices? Great, thanks, goodbye.

Now. Are there any mods out there that fix these issues? I know the devs have no plans on making the game less needlessly and unrealistically frustrating, and I doubt they'd even throw us a bone and add sliders or options for these mechanics, so we're forced to turn towards the community for solutions. Perhaps there're some buried .ini files I could tweak?
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Showing 1-9 of 9 comments
InnovationBeat Nov 4, 2020 @ 6:51pm 
You could enable the debug gun to remove the firearm entirely which is under the debug tab in the ctrl+F12 menu. There isn't anything easy to stop all of that. You could force spawn the revolvers into standard loadouts but other than that. There really isnt much you could do.
Originally posted by InnovationBeat:
You could enable the debug gun to remove the firearm entirely which is under the debug tab in the ctrl+F12 menu. There isn't anything easy to stop all of that. You could force spawn the revolvers into standard loadouts but other than that. There really isnt much you could do.
Man, I don't understand these gameplay decisions. I just want the original game with some more depth. I'll take the occasional jam, that adds to gameplay, they just went overboard on it.
InnovationBeat Nov 4, 2020 @ 7:06pm 
Originally posted by Corn Pop:
Man, I don't understand these gameplay decisions. I just want the original game with some more depth. I'll take the occasional jam, that adds to gameplay, they just went overboard on it.
I think the point of it is to force everything you do to a crawl making you have to think of every action. The tapes emphasize state of mind and focus a lot. The way you can't pick your firearm prevents you from developing a habit on actions. It's pretty cool imo once I actually get into it.
Some people have made key macros and it sounds like it helps a lot with that stuff tho.
Originally posted by InnovationBeat:
Originally posted by Corn Pop:
Man, I don't understand these gameplay decisions. I just want the original game with some more depth. I'll take the occasional jam, that adds to gameplay, they just went overboard on it.
I think the point of it is to force everything you do to a crawl making you have to think of every action. The tapes emphasize state of mind and focus a lot. The way you can't pick your firearm prevents you from developing a habit on actions. It's pretty cool imo once I actually get into it.
Some people have made key macros and it sounds like it helps a lot with that stuff tho.
But they DO let you pick your guns, with the debug menu. Yet they won't add these other features via debug menu. I'm not trying to develop a habit of actions, just sometimes I wanna ♥♥♥♥ around with the SAA, or blow ♥♥♥♥ up with the DEagle. But no, I have to play in exactly the way they want me to play.
Setehk Nov 7, 2020 @ 3:51pm 
You're entitled to your opinion. I think you might want to find another game to play until modding/ the workshop becomes a reality. Until then, your grievances are likely to go unheard. Canonically the Threat manipulates chance in it's favour. That means malfunctions are much more likely to occur. For the most part they're avoidable.

Don't want a failure to feed? Tap the bottom of the mag after you've loaded it and they won't happen.

Don't want a double feed? While they happen on their own, rarely, don't load the chamber directly when you have the slide locked back.

Cylinder blocked? Sucks, but just line up that cylinder with the hammer and you're golden.

Glock leg? Take out mag, rack the slide, re-insert mag or stow it, holster and do whatever it is you have to do.

Stovepipe? Just rack and go.

Arguably the whole idea behind the game is making the best out of a ♥♥♥♥♥♥ situation. The threat ♥♥♥♥♥♥ the world. You and other receivers survived but you're effectively trapped in a deadly limbo but hey, you've got a gun and some ammo. Make the best of it.

I'm not saying 'git gud' I'm saying that there are ways to mitigate/remove the possibility of these pesky malfunctions.
"Canonically the Threat manipulates chance in it's favour."

I do like this feature of the plot, the issue comes with their level of abilities. It's inconsistent. They're able to dream up imperfections in the guns you use, resulting in lower reliability, which is fine, but for the revolver it just straight up dreams an entire steel plug, out of nowhere, but can't do that for the barrel of the gun, or weld the trigger bar to the frame in the 1911. If it was something like rounds found on the ground having varying charges would fit more in line with the Threat's ability.

The rest of the malfunctions I actually quite like, though I would like to be able to tune their frequency sometimes.
RedRyder18 Nov 8, 2020 @ 11:02am 
Originally posted by Corn Pop:

but for the revolver it just straight up dreams an entire steel plug, out of nowhere, but can't do that for the barrel of the gun, or weld the trigger bar to the frame in the 1911.
The threat wants to take control of you and make you shoot yourself, the killdrones are very predictable, which makes them not much of a problem. But the threat taking control of your own body and manipulating your hands is not as predictable, and much more dangerous. The threat makes your firearms less reliable by plugging cylinders and limiting the round capacity you can hold in a magazine. In short, yes it doesn't make much sense, but it's a video game with some alternate reality junk going on, anything is fair play.
Setehk Nov 8, 2020 @ 11:33am 
Originally posted by Corn Pop:
They're able to dream up imperfections in the guns you use, resulting in lower reliability, which is fine, but for the revolver it just straight up dreams an entire steel plug, out of nowhere, but can't do that for the barrel of the gun, or weld the trigger bar to the frame in the 1911.

That's a good point. Frankly having the model 10 is enough of a set back, given that there's a 0 percent chance of finding a magazine that is either full or has many rounds in it, like the auto loaders do, so ammo is automatically more difficult to find. Nevermind having the snub nose. Having that plug removed would be nice.
Mariani Nov 11, 2020 @ 3:37pm 
I do like the malfunction, I think they make the gunplay more dynamic and engaging.

With the exception of blocked chambers, that is.
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Date Posted: Nov 4, 2020 @ 3:50pm
Posts: 9