This demystified guide for Receiver 2 shows you mag seat, glock leg, malfunctions, holster, etc.
Guide to Receiver 2
A miscellaneous collection of tips/findings from looking through the game’s code, things beyond the general tips covered by other guides. Note this is for the release version of the game, details could change with updates.
Never Lose Rounds!
Hold the pick up button (G by default) while racking a semi-auto’s slide or extracting rounds on a revolver to instantly return unspent rounds to your inventory. No more hunting rounds on the floor or losing them off a catwalk!
Revolvers cannot malfunction. Semi-autos roll a dice every time there is a chance for a particular type of malfunction. Certain guns have different probabilities. There’s a lot of misconception about failure rates probably due to observer bias. Here I dig into the game’s code to show you the real chances of various malfunctions.
- Beretta: 0.5%
- All others: 2.0%
This is rolled every time a round is fired. The Beretta wins here but 2% odds for other guns isn’t too bad considering how easy it is to detect and clear this type of malfunction.
Out of Battery:
- Hi Point: 4.0%
- All others: 0.2%
This is rolled every time the slide is opened fully (manually or upon firing). A press check doesn’t trigger this. The Hi Point has a significantly higher chance (1 in 25) to go out of battery, so make sure the slide is all the way forward before taking aim.
Mag Seated Wrong:
- Beretta: 10.0%
- All others: 5.0%
This is rolled when you insert a mag. The malfunction does nothing on its own, but it will increase the probability of a failure to feed (see below). Apparently the Beretta has mags.
Failure to Feed:
- All semi-autos: 4.0%
- Mag seated wrong: 90.0%
This is rolled every time the slide is opened fully (manually or upon firing). If the mag is seated wrong this is almost guaranteed to happen.
- All semi-autos: 0.5%
- This is rolled every time you fire
Negligent Discharge (a.k.a Glock Leg)
Receiver 2 introduces a gun safety mechanic where holstering/unholstering too fast can cause a negligent discharge. The gun will also fire any time it’s equipped, ready to fire, and you click the button. This includes running, climbing, or falling.
Depending on certain conditions, an ND has a chance to hit you. You can actually survive one ND that hits (even with the Deagle… ouch). Just don’t repeat it, because the second time will kill you.
The game tries to accidentally pull the trigger if you hold the holster button less than 0.4 seconds. If the gun is ready to fire, it will do so. If you held the button for less than 0.2 seconds, you will hit yourself.
Logic controlling when to accidentally pull trigger
Logic controlling when a holster ND will hit you. Note the hammer check means a half-cocked SAA hammer can fire. (the variable “odds” is always 1, meaning the random probability check always passes)
Running, Climbing, and Falling
If you aren’t aiming and are in the middle of doing these things when you ND, it will also hit you. There is a time delay in starting/stopping these actions though, so you might get lucky if you just started running, for example.
half_aim_visible of less than 0.5 and not aiming will hit you. This code interpolates over 1/3 of a second when changing state between running, etc.
Killdrones remember what direction you were moving the last time they saw you. Flying drones will use this to try and find you if you break contact, and turrets will try to lead you for a bit even if you run behind cover/concealment.
The flashlight will drain batteries when turned on, getting dimmer and eventually going out after 1 to 5 hours. If you find another flashlight, pick it up and check how bright it is!
- Receiver 2 – Arsenal Guide (S&W Model 10, Colt Detective and M1911, Glock 17)
- Receiver 2 – Useful Tips and Lists (Weapons, Movement, Surviving)
- Receiver 2 – All Cheat Codes