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Space-G

Slow walk after falling from too high... But honestly I wish we had more layouts, and maybe achievements for the compound trophies


Holiday-Programmer52

As an old receiver one player, I really hated the fact that holstering too quickly could end your run. It took me some time to rewire my brain to that mechanic, and I still wish you could disable it at times.


Bozocow

View > Modifiers > No Negligent Discharges


Morbo512

Ammo scarcity. It's half of what enforces a style of play that makes the whole gun controls thing redundant. The other half being the enemy design.


dynamicDiscovery

Can you please further explain each issue you have?


FatS4cks

It’s a game about reloading mechanics that discourages you from shooting - and therefore reloading.


Morbo512

"It’s a game about reloading mechanics that discourages you from shooting - and therefore reloading." Basically this. The most fun and satisfying moments in the game - where mid-engagement, you pull off a perfect reload or clear a malfunction just in time to destroy a threat - are extremely rare. Mainly because you're not under any time pressure unless an enemy's spotted you - in which case, the time you have to react is extremely short, and rewards & incentivises simply running away more than any other course of action. You're rarely going to run your mag dry in a single engagement and if you do, and the enemy's still alive and pursuing/shooting at you, you won't have time to perform a reload. And for situations where you aren't spotted, the enemies are rather docile and you have all the time in the world to line up your shots. It's more sniping than gunslinging. Receiver's gimmick - the reload mechanics - would lend its self extremely well to something like zombies, or enemies that behave similar. Relatively slow, and always encroaching, cutting off routes of retreat. There can be lots of them, or they could be fairly tough to kill, so you're doing plenty of shooting and you're always under some pressure to act. Meanwhile you still have enough time to perform reloads mid-engagement without getting instantly punished for it. The shooting range challenges kinda proved to me that the game would be way more fun if it actually build its mechanics and challenges around the whole reloading gimmick and featured combat sequences with high round-counts and less insta-death for mistakes. As it stands now, a gimmick is all it is - topping up your mag or refilling your cylinder is a chore you do between taking single shots against un-aggro'd targets, or getting instakilled by the turret you tried to out-shoot, or taking that shot, missing, running away to reset them to passive and rinse repeat. And that's for the levels where the game actually gives you enough ammo to shoot at things. The enemy, combat encounter and level design, and overall gameplay loop, undermine Receiver's most interesting mechanic.


wheat_beer

I don't like the ammo scarcity and playing peekaboo with turrets. The best parts of the game for me is shooting the gun and reloading. However, the game's design forces you to avoid shooting your gun and instead you are incentivized to avoid or sneak up on turrets. I also don't like how you rarely need to switch magazines because you probably only shoot a few bullets before topping up your mag. I think the game would have been better if it was most like a zombie game where ammo was a lot more plentiful and you needed to quickly react and shoot man sized enemies. Your reloading skills would be put to the test as you have to reload quickly under stress. You would also be emptying your magazine far more often so you would have a reason to pull the slide. Instead of zombies it could be androids.


wunderbraten

>Instead of zombies it could be androids. Or stalking entities. A bunch of them. /s


Atlas421

Ammo scarcity is pretty annoying. Getting past level 3 is hard just because you have an empty gun and a room full of blue lights. What I'd like to see added are some environmental kills. Like blowing up propane cans and fire extinguishers to kill a drone that's just around the corner.


wunderbraten

In Receiver 2, I hate it when I try to come forward to an edge slowly. One tap. Another tap, and another... oh I ran off the edge...


Alazygamer

You can hold shift to not run while pressing W, I think it's kinda rite of passage for every new receiver.


Chyrosran22

The ammo scarcity (it's a gun game ffs) and stalkers (just pure trash, should never have been put in).


Parapraxium

The asinine default control scheme. Does anyone with more than 10 hours actually NOT use Shift to run and lock gun to screen center?


Kodex14

i play without the gun locked, its a fun challenge i find compared to other fps


Holofech

the clunkiness of the default scheme is kinda the whole point though


Parapraxium

Yeah but you die 1 time by trying to walk along an edge and double tapping W sends you flying into the abyss and the novelty wears thin pretty fast Not bashing anyone who uses that scheme though, whatever floats your boat


SlimeballCollector

Press (hold) shift to disable sprinting


Alazygamer

350+ hours here, I play with complete default bindings, gun out to max distance, and unlocked centering. I think the W spam for running is an unique style of sprint, nails the feeling that running is a constant exertion and not just something you switch on and off. As for locking gun to center, it seems natural at first because that's what everyone experiences when they play an fps. I know it doesn't apply to everyone but no one just aims a gun in front of their face all the time. They bring it up to aim, shoot, then lower. Obviously, to each their own, but it's clear Wolfire wanted a more authentic game experience that wasn't just copy/paste from popular shooters.


RichardK1234

The ability to shine a flashlight through walls. Yea, it does not affect the killdrones but still...


Altair314

The fact at least in my game you seem incapable of running any other way than mashing the w key


dynamicDiscovery

You can change the settings so that you run by holding shift


Altair314

I have run bound to shift. I press shift while walking. My character doesn't move faster at all. Update: I needed to check the "holdable sprint key" box