Thanks for the shoutout, and glad you enjoyed the music! 😀 Your pronunciation of my last name was pretty much correct. (My first name is pronounced as if there is an 'e' at the end in English though, like An-tone, so not as close on that one... 😉)
I believe rank 3, sleepwalker also is the one that adds the patrol behavior for shock drones. The asleep rank only has the basic hover behavior. Patrolling drones are potentially more dangerous as they can wander to you without you realizing until it's too late. But it's true that it doesn't do too much to make them more dangerous than they already are.
This video genuinely convinced me to try this game. Honestly, it looks stunning and very hardcore (just like overgrowth, another fantastically brutal game). I'll definitely pick it up and hopefully obtain some actual gun knowledge for the first time in my life. Thank you for the entertainment and keep up the good work!
I can appreciate your review of Receiver 2. As the world's best R2 player it always pleases me to see content about it. Critique, shitpost, or otherwise. I understand your feelings towards some aspects, I can definitely see the harshness of some of the stages, unbalanced Ranks, depressing demotion. But I can't all but agree to the end. That it's very unique and fun! I feel in my opinion Receiver 2 could use more inventory usage, how you explained some spitball ideas at the end there. Grenades (Shrapnel, Smoke, Flash or Shock). Maybe extra ammo capacity for the Revolvers since they don't have mags in forms of perhaps pouches or speed loaders. More tiles and tile variants. With 574 hours on hand, I've had my fair share of experience. Mostly good, some negative. There's still a few bugs left in the game that I feel could use patching, like the turret hacking cutoff on armored turrets and/or turrets that have their ammo box shot-off. Awesome review ^^ Maybe you'll cover the Bozo's Torture Chamber campaign mod next ey? 👀
I think the Beretta is superior to the Sig. The safety/decocker is fine, and the decocker on the Sig is a slight problem because if you only tap the decock button, it doesn't actually work, and I've died a few times like that. The Beretta safety works fine with just a button tap, and I also think the sights are slightly better. I agree the Hi-point is the worst gun in the game due to lacking a proper slide lock, the worst accuracy in the game due to very bad sights, only paralleled by the Detective Special, and the numerous malfunctions. However, the Detective Special has its own unique malfunction that I don't think any other gun in the game has (if any do, it's far rarer for them), that being the light hammer strike, which prevents a live round from firing. I only know this because I've had many times doing the gun range challenges, loaded 6, pulled the trigger 6, and only got 5 shots. Dump the casings and find one is still live. Both guns deserve each other in F tier, franklly. How do you manage to be less pleasant to use in even timed range challenges than the dang SAA?
Thanks for the shoutout, and glad you enjoyed the music! 😀 Your pronunciation of my last name was pretty much correct. (My first name is pronounced as if there is an 'e' at the end in English though, like An-tone, so not as close on that one... 😉)
I believe rank 3, sleepwalker also is the one that adds the patrol behavior for shock drones. The asleep rank only has the basic hover behavior. Patrolling drones are potentially more dangerous as they can wander to you without you realizing until it's too late. But it's true that it doesn't do too much to make them more dangerous than they already are.
This video genuinely convinced me to try this game. Honestly, it looks stunning and very hardcore (just like overgrowth, another fantastically brutal game). I'll definitely pick it up and hopefully obtain some actual gun knowledge for the first time in my life. Thank you for the entertainment and keep up the good work!
I can appreciate your review of Receiver 2. As the world's best R2 player it always pleases me to see content about it. Critique, shitpost, or otherwise. I understand your feelings towards some aspects, I can definitely see the harshness of some of the stages, unbalanced Ranks, depressing demotion.
But I can't all but agree to the end. That it's very unique and fun! I feel in my opinion Receiver 2 could use more inventory usage, how you explained some spitball ideas at the end there. Grenades (Shrapnel, Smoke, Flash or Shock). Maybe extra ammo capacity for the Revolvers since they don't have mags in forms of perhaps pouches or speed loaders. More tiles and tile variants.
With 574 hours on hand, I've had my fair share of experience. Mostly good, some negative. There's still a few bugs left in the game that I feel could use patching, like the turret hacking cutoff on armored turrets and/or turrets that have their ammo box shot-off.
Awesome review ^^ Maybe you'll cover the Bozo's Torture Chamber campaign mod next ey? 👀
Received. Thanks for the review!
I think the Beretta is superior to the Sig. The safety/decocker is fine, and the decocker on the Sig is a slight problem because if you only tap the decock button, it doesn't actually work, and I've died a few times like that. The Beretta safety works fine with just a button tap, and I also think the sights are slightly better.
I agree the Hi-point is the worst gun in the game due to lacking a proper slide lock, the worst accuracy in the game due to very bad sights, only paralleled by the Detective Special, and the numerous malfunctions.
However, the Detective Special has its own unique malfunction that I don't think any other gun in the game has (if any do, it's far rarer for them), that being the light hammer strike, which prevents a live round from firing. I only know this because I've had many times doing the gun range challenges, loaded 6, pulled the trigger 6, and only got 5 shots. Dump the casings and find one is still live.
Both guns deserve each other in F tier, franklly. How do you manage to be less pleasant to use in even timed range challenges than the dang SAA?