Analysis / Receiver
The Three Guns in Receiver
The most fundamental skill required to play Receiver is the ability to manipulate the firearms in the game. The following constitutes a tutorial-style guide to the interfaces to these weapons; during the game, a list of commands may be seen by pressing the "?/" key (and an extended list by holding that key).
Note also that, for beginners, the simplest method is to press the "?/" key and then whatever key is highlighted in bold
from the list. Doing so will not produce an ideal
result, but it will put the gun in a fireable state (assuming you have any bullets).
Colt 1911 A1 Semiautomatic Pistol
The manipulable parts of the 1911 are these: the slide, the slide lock, the hammer, the safety, the trigger, and the magazine. Also important are the chamber and sights.
In order to use the 1911, you will want to have:
- The safety off.
- A magazine (loaded with as many bullets as is appropriate or possible) inserted.
- A bullet in the chamber.
- The slide in the forward position.
- The hammer cocked.
- The gun held in the firing position.
1. When the safety is on, the gun will be held with the left side (the side with the safety switch) visible. Press V to toggle the safety. When the safety is off and the gun held up (using RMB - right mouse button - or Q, as in Step 6) the camera will be looking down the sights.
2. The magazine may be removed with E while the gun is held. If the gun and magazine are both in hand, the magazine may be dropped with E, put away by pressing a number key for an empty belt pouch, or reinserted with Z. If no magazine is in hand, pressing the corresponding number (or G, if you have dropped a magazine nearby) will pick up and hold a magazine. Double-tapping a number corresponding to a magazine will also cause it to load immediately if the gun has no magazine. If the gun is put away with ~ and a magazine is held, the magazine may be loaded with Z or unloaded with R. Remove, load, and reinsert the magazine.
(Nota bene: in Real Life
, loading a full magazine into a firearm with a bullet in the chamber could in many cases damage the magazine; that said, the Colt 1911 specifically is often quoted as having a capacity of 7+1 rounds — a full 7-round magazine loaded into a gun with 1 round in the chamber.)
3. If there is a loaded magazine in the pistol and the slide is forward, holding R will pull the slide back (ejecting any bullet in the chamber) and releasing it will insert the top bullet into the chamber. If the slide was locked in the back position from previously firing the last bullet, pressing T to release the slide will load the top bullet into the magazine. Note that the player can also hold R to pull the slide back even when it's already locked back to accomplish the same thing, although this will still eject a bullet from the magazine.
(Nota bene: One can check the contents of the chamber by doing a press-check:
hold T, then hold R. This will pull the slide partially back, revealing if a bullet is in the chamber without ejecting it. This may save you from having to retrieve an accidentally-ejected bullet.note
4. If the slide is locked in the rear position, pressing T will release it. If you have been following the directions so far, you should have already taken care of this and the slide should be in the forward position.
5. If the hammer is uncocked (that is to say, vertical, in the gun, rather than lying back towards the camera), pressing F will cock it. (It is possible to uncock the hammer by holding F, then holding LMB and releasing F, but this is rarely necessary; the 1911 has a functioning safety that does the exact same thing, and a good player will know to keep their finger off LMB before firing anyway.)
6. The gun may be raised to the firing position in one of two ways. The Q key is a toggle - pressed once, it will hold the gun up; pressed again, it will allow the gun to fall. The RMB button is a trigger; press and hold to keep the gun in firing position.
Smith & Wesson Model 10
The S&W Model 10 is significantly simpler to operate than either semiautomatic (although it has its attendant disadvantages). In order to fire, the gun must be:
- Loaded with a live round,
- Cylinder closed.
To achieve this happy state, proceed as follows:
1. Open the cylinder with E. If it contains expended rounds, press V to use the ejector until all shells are released. If you had not fired all chambers, the unfired bullets will be on the ground at your feet - press G to pick them upnote
. Then press Z repeatedly to load empty chambers with bullets. Close the cylinder with R.
2. If the hammer is forward, the hammer may be cocked with F. Note that the hammer may also be cocked if the LMB is pressed. Also note that the hammer will be un-cocked
immediately after the gun is fired; like the 1911, it can also be manually lowered without expending the round in the chamber immediately under it, but as above this does not accomplish much, especially given the lack of a safety. In Real Life
, a cocked hammer will help increase accuracy due to less effort needed to pull the trigger.
The revolver does have one other control which the semiautomatics lack; the cylinder may be rotated with the mousewheel. If you play with this, be careful to ensure that the chamber to the right of the un-cocked
hammer is the first loaded one as pulling the trigger/ cocking the hammer rotates the cylinder counter-clockwise. If the hammer is already cocked the first round needs to be under the hammer.
Glock 17 with FSS-G fire-selector
This gun is essentially identical to operate as the 1911, above, with three changes:
a. There is no safety switch to be deactivated (or activated).
b. There is no external hammer to cock (or decock).
c. There is the FSS-G fire-selector.
For the Glock, V will activate or deactivate the automatic fire mode of the pistol. This switch is visible behind the barrel of the gun; if the hourglass can be seen on the right, the selector is on automatic. When the gun is on automatic, pressing LMB will cause the gun to fire quickly until the trigger is released or the entire loaded magazine is emptied. (Given the scarcity of bullets and the time it takes to reload, this is usually a bad idea.)
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