News, Q&A Review 315

Q&A: Guns, Ammo, and More

We knew that an article about guns would be popular, but wow! In less than a week, you guys have commented over 300 times, which makes this our most active topic yet. We’re incredibly pleased with all of the suggestions and feedback you’ve shared with us — it’s great to see how excited you are about the game, and getting this much input is really helpful for us as we cruise along with development.

As we were reading your comments, we noticed that many of you asked great questions, so we’ll answer a batch of them for you here today. Read on to see what we’ve covered!

Natchos asks in an article comment: “Will there be any simpler alternative ranged weapons like hunting crossbows, or homemade/store-found hunting bows?”

Yes! We’re definitely looking at a variety of other ranged options like bows and crossbows.

Whether or not these will be in Class3 or will wait for Class4 remains to be seen. Game development always has a few curve balls to throw at you, even as a veteran team, so we can’t promise these will be in Class3.

Many of you have asked: “Will noise and the dB of noise play a part in combat?”

Absolutely. In our world, sound will play a big role in combat — if a zombie can hear you, they’ll be coming for you. If you fire a shot, expect that report to attract unwanted attention. However, the noise each weapon generates may vary. As a general rule, weapons that are louder in real life will be louder in-game, and louder shots will attract the attention of zombies that are farther away.

Making noise matter adds an additional level of strategy to fighting with firearms. For example, you may be want to pull out a suppressor to muffle the crack of a pistol when you’re fighting in close quarters. It’s also likely that single shots from a shotgun would attract less attention than the constant rattle of a heavy machinegun, so you may want to consider that before you head into large, densely populated spaces.

Anthony asks in an article comment: “Will you be able to craft items like molotovs from items you find around the world?”

We’ll just say this: zombies + fire = fun.

Many of you have asked: “Are there going to be recognizable manufacturers of in-game weapons?”

We’re looking into licensing real-world guns, but it’s not critical to the game. If we were making a solely firearm focused game…let’s call it Gun Turismo…it would be essential to license the rights to use well-known firearms and to model them as realistically as possible; but for the game we’re making, if licensing real-world guns costs an arm and a leg (non-infected, of course) it may make a lot more sense for us to spend that money and energy on making sure the game is as fun as possible.

Now if Colt or Smith & Wesson want to contact us about an opportunity to appear in our game…well, we’d be open to the discussion.

Many of you have asked: “Will there be different ammo types in the game? For example, armor piercing, slugs, or buckshot?”

While this is something we’re discussing, it’s a topic that requires a lot of careful consideration. Introducing specialized ammo types creates an additional layer of complexity to the game, and as Brant mentions in his article, balancing realism and fun is an important part of designing weapon systems. Whenever we evaluate whether we’ll add a certain feature, we need to think about what other parts of the game may be affected by the addition. For example, if we added different ammo types, we’d need to make sure that the choice didn’t make our inventory system too complicated (and therefore, less fun).

We also need to consider things like our overall vision for the game, always keeping in mind that our primary goal is to create a kick-ass survival experience. While guns and ammo will play a huge role in staying alive, their core function is to let you save your hide by putting lead in a zombie’s brain. Modern ammunition types are optimized to penetrate tissue and do damage to vital internal systems, but in the case of zombies, blowing a hole in their aorta does nothing but mess up their shirt. Knowing this, we have to ask ourselves if it is worth differentiating types of ammunition when destroying the brain is still the only way to bring a zombie down.

In the end, we may find that we’re able to achieve a comparable result by doing something like giving different weapons certain ammo traits (for example, tying a buckshot-like scatter to certain shotguns instead of to certain shotgun shells). An approach like this would allow us to emphasize the strengths and weaknesses of various guns without adding the complication of adding a wide variety of ammo types.

Many of you have asked: “How will you handle weapon customization like weapon mods and upgrade components?”

We’re really excited about letting you customize firearms by swapping components and adding new ones (scopes, for example). There are a full range of customization options we’re envisioning for Class4, but we haven’t decided whether we’ll include a simplified version of the system in Class3 yet.

Many of you have asked: “Will we be able to find ultra-rare guns in the game, like the <insert exotic firearm>?”

While we plan to introduce the occasional exotic weapon, we need to be careful to balance how frequently (and where) they’re found. Since Class3 will be set in a primarily agricultural community, it’s reasonable for us to assume that most farmers and country folk would be armed in some way — whether it’s a gun cabinet in the house or a rifle, shotgun or an old pistol under the seat of a truck. Unless they’re extreme gun enthusiasts, though, it’s pretty unlikely that they’d have a house full of expensive exotic weapons. And it’s even less likely that they’d have access to rare military firearms.

However, that’s not to say that you won’t be able to stumble across the occasional super cool and rare gun in some secret basement bunker of some resident Burt Gummer, or find some technologically advanced rifle in the bowels of a military base somewhere.

And, of course, Class4 will provide more opportunities to get your hands on more exotics.

Many of you have asked: “What categories of firearms are you looking at for the game?”

As Brant mentioned in his article, we think a lot about play style when we talk about firearms, so it’s important for us to cover a lot of the classic role-defining weapons like shotguns and sniper rifles.

While it’s still subject to change as we get further along in development, our current list of firearm and ranged weapon types includes revolvers, semi-automatic pistols, rifles (both carbine and bolt), SMGs, assault rifles, sniper rifles, machine guns, and grenades. We’re also considering other projectile weapons like grenade launchers, rocket launchers, bows, and crossbows.

Many of you have asked: “Will the weight of ammo affect how much I can carry?”

In a survival game, we think weight should be a very important factor. After all, most of us aren’t cyborg ninja paladin super-soldiers who can hurdle buildings while carrying a heavy machine gun and 10,000 rounds. You’ll be able to choose to carry more stuff, including extra ammo, but you’ll want to consider the weight, fatigue, and noise consequences.

Of course, that doesn’t necessarily mean we’ll be accurately modeling the mass of individual rounds. Or that you’ll pick something up and suddenly find you can’t move because you’re “encumbered.” That’s not fun, and keeping the game fun and playable is always our top priority.

Many of you have asked: “What types of non-gun weapons will we find in game?”

In addition to the traditional ranged weapons mentioned above, there will be a variety of melee weapons. Melee combat is a very important part of the game, so we plan to cover our thoughts on it in a future design article.

And there you have it! Again, we’d like to extend a huge thanks to all of you who contributed feedback and ideas on Brant’s post. If you have additional thoughts on the firearms, or about anything we’ve covered in this Q&A, post a comment and let us know!

Keep an eye on the site for future updates from the team, and be sure to follow us on Facebook and Twitter for the most up-to-date news alerts.

Have a great weekend, everyone!


  1. Researcher: John
    Date Recorded: April 1, 2011 at 3:32 pm

    Very cool. I was wondering about how your Zeds will sense their way around, and if you can use bright lights or loud noises to disorient them (like using a flashbang to escape a horde of them). Also, could you suffer a short-term hearing loss by, say, firing a flashbang or a shotgun in an enclosed space.

    Also, I dig the bottom piece of concept art. Tatsumi lives!

    • Researcher: qwerty
      Date Recorded: April 1, 2011 at 3:55 pm

      i like that idea of the flashbangs and maybe fireworks like in land of the dead to distract the zombies but i was wondering( since i get annoyed by how some targeting reticles are distracting) what targeting reticle are you planning on using? id recommend just the dot like in undead nightmare(almost perfect zombie game) nothing fancy just simple and fun

    • Researcher: Garrett
      Date Recorded: April 2, 2011 at 2:08 pm

      Expanding on the sound as distractions idea, that would be a fantastic thing to implement if the detection system works well with regard to noise. Being able to fire a firecracker or the like off a slingshot would be awesome. Or if you want to clear an area, being able to set down a stereo / boom-box to just make noise and draw zombies out of the woodwork and let you slip through unnoticed.

    • Researcher: Emily
      Date Recorded: April 4, 2011 at 1:53 pm

      Great thoughts, guys! Like keeping an eye on the amount of noise your weapons make, using other forms of as diversions will be one of the creative ways you’ll be able to stay alive in the game.

    • Researcher: Yosiel
      Date Recorded: July 2, 2011 at 4:41 pm

      Also expanding on the distraction concept, Would it be possible to sya, get someone on a roof with a firecracker to throw it away form a street to allow a buddy to get some supplies on the other side?(or something like that) And, how long do the zeds stay distracted? do they go to the area of noise then go back?

    • Researcher: Jason
      Date Recorded: July 7, 2011 at 10:40 pm

      In response to the last comment I’d say there should be no specific time limit. all the ones in range should hear it, investigate by wandering in that direction, then move back when they realize nothing is there. This should be a good long while for realism, unless the player does something near by to attract attention.
      Expanding on this idea, their should be echos. If a car is driven a block or two away, you should be able to hear it. If you shoot a sniper rife from a high rooftop, the zombies should be unable to hear where its coming from, but a person (player or otherwise) should be able to hear its echos from far away (but also without being able to pinpoint a direction). Also, will there be living enemies (bandits or what have you)?

    • Researcher: Brant
      Date Recorded: July 8, 2011 at 9:47 am

      Noise is a serious factor in the game, zombies can ‘hear’ or at least sense noise.

    • Researcher: KuroYuki

      I have always thought of maybe using a school bell or a rock on a car horn, or shop lifter alarm if I wanted to distract zombies in real life. *cough*

      Or if I wanted to paralyze an entire zombie infested town by making the air raid siren go off to reduce the hearing capabilities.
      Tough this would of course bring the zombies to all locations with a siren and bring in out of town zombies…..

      Because al-tough a stereo is a good idea, it does not reach that far unless you have this huge disco setup to it. Unless its night and there are no crickets.

  2. Researcher: Michaelov
    Date Recorded: April 1, 2011 at 3:40 pm

    Just want to say good work guys. The idea of talking to the consumers about the development of this game really means its going to be a killer of a game (no pun intended).

    First question is are you going to let us customise guns in a way other than adding scopes, sliencers etc? In that I mean are we going to be able to find a can of spray paint, and spray or guns that awesome zombie blood red colour? Or even add our one designs like tiger striped or camo?

    I have one more question. Are you guys planning on releasing all the forms of guns at once? Or are there going to be like special editions of Class 3 sold that include more guns than the standard Class 3? Or are you going to include them as DLC?

    • Researcher: Brant
      Date Recorded: April 12, 2011 at 9:43 am

      Customizing/personalizing a weapon to the extent you have described is super cool and is something I would really like to explore. I very much doubt we will have the resources to even think about it for Class3 though.

  3. Researcher: skaster91
    Date Recorded: April 1, 2011 at 3:48 pm

    Any chance you’ll squeeze a Lee-Enfield in there just for me? ;)

    Great article!

    • Researcher: Brant
      Date Recorded: April 4, 2011 at 5:20 pm

      Weapons that make sense for the setting are being considered first. There are other considerations for recognizable weapons like making sure it is legal to portray a specific manufacturer’s firearm in a game.

    • Researcher: Jack
      Date Recorded: April 5, 2011 at 12:45 am

      Haha, not that it would be likely chosen, I would love to see a Mauser 98 in the game. Not a highly practical rifle for a zombie infection, but I really love that gun. It just looks so beast! ;)

    • Researcher: Brant
      Date Recorded: April 6, 2011 at 10:56 am

      I actually have a mauser k98 and think a reliable, bolt action rifle is a great choice, with the exception of finding the slightly non-standard ammo 7.92mm. The rifle is still found in use today in various places, so it is not completely out of the realm of possibility but more common American rifles will be the ones you find most.

    • Researcher: Dylan
      Date Recorded: June 21, 2011 at 10:39 am

      Any chance that you guys can put a .50 cal rifle in there somewhere??? A Barret would really cut some zombies up!

    • Researcher: Brant
      Date Recorded: June 29, 2011 at 9:20 am

      I think there is a good chance of having the opportunity to find and use high caliber precision weapons, as was mentioned before, we won’t be able to make the 2000 meter shots but big guns are in the plan as it stands today..

    • Researcher: Arafell
      Date Recorded: July 13, 2011 at 12:05 am

      Not the most realistic/common weapon, but I think the De Lisle Carbine would be pretty awesome against the undead. >_>
      Also, if you put in crossbows, custom/craftable ammo is a necessity. For example, molten rebar ;)

    • Researcher: Brant
      Date Recorded: July 13, 2011 at 9:39 am

      The custom market is creating some cool repro models of the WW2 spec-ops classic. They’ve updated with rail systems and aluminum with synthetic stock etc to reduce the original’s beastly weight. Pretty rare, more of a collector’s weapon at this point but the fact that it shoots .45 pistol rounds is cool. Any closed bolt suppression system will work way better than a cycling bolt since you are not opening the chamber automatically after each shot. I really like this weapon in theory, I mean, c’mon a gun that is so silent that the operation of the bolt is louder than the firing itself! Nice suggestion, it has been a long time since I saw one of these and was totally unaware that repros were being made until you brought it up. Thanks!

    • Researcher: Trepsik

      The De Lisle Carbine would be sweet if you could say build it by collecting the parts from the firearms that made it up. Lee-Enfield, M1911, Thompson.

      Crossbow/composite bow custom ammo is a must. Flamming arrows or attached home-made explosives anyone?

    • Researcher: Brant

      It looks like traditional bows are not going to make the cut for Class3, stay tuned.

  4. Researcher: Renny
    Date Recorded: April 1, 2011 at 3:50 pm

    Will you be able to build your safehouse And fortify them where ever you want? (within reason) or will they be all premade, in a preset place, for a preset amount of ingame currency?

    • Researcher: Josh
      Date Recorded: April 2, 2011 at 12:04 am

      This is a question I think alot of us are wondering especially me.. Please remember this for future Q&A’s UL.

      About the article, I am so glad to hear you guys mention Fatigue. I just got some wicked thoughts in my head. Like putting on all sorts of armor, but not being able to keep up iwth the group because your fatigued, and then get stuck in a “hairy dare i say bloody situation” i love that survival aspect.

      Do you friends stop and help you? do they just keep going? do you drop whats making you become fatigued, or cause lots of noise? oh the questions, oh how i love the questions!

    • Researcher: Joe Halzel
      Date Recorded: April 2, 2011 at 12:59 am

      Thats what I want to know too.

    • Researcher: Lance
      Date Recorded: April 3, 2011 at 2:18 pm

      it really intrests me aswell. or maybe even buy the preset one and then add on to that? and if i build something what will happen to it when i log off? will it stay there for some other person to take over? or will i end up having to rebuild the whole thing because it dissappeared upon exiting the game?

    • Researcher: Anthony
      Date Recorded: April 4, 2011 at 4:17 am

      To add to this thread: will the building of the safehouse be something more like minecraft? Will you be able to combine a bunch of wood and nails that you found to build walls and doors ect?

    • Researcher: Emily
      Date Recorded: April 4, 2011 at 1:44 pm

      Great questions, guys! This topic is a little too deep to go into right now, though. We’ll be talking more about bases and how they work at a future time :)

    • Researcher: Z.E.D(Zombie Euthanization Division)
      Date Recorded: April 4, 2011 at 4:17 pm

      being in too deep means juicy answers, oh how I love the juicy, fatteing crainial activity………….*drools* Braaaaaaaaaaaaaaiiiiinz!!!!!!!

  5. Researcher: Jesse A. Kedrowski
    Date Recorded: April 1, 2011 at 4:17 pm

    Ive been wondering about how shotguns will work. Im assuming that there will be multiple types of shotguns, rare automatic shotguns, double barrel, sawn off, normal pump shotguns- you know. The thing i have been wondering is how damage, range, and spread of the pellets will affect gameplay. Like with a sawn off, say there’s 10 zombies around you, about 40 feet away and you just unload both barrels, hitting and wounding the zombo’s, but not killing them all because the pellets spread out over distance. Now lets say they’re 10 feet away, and you shoot both barrels, realistically it would do more damage to all zombies because the spread is smaller, correct? And if you replaced the sawn off with a pump action, it would be more useful at longer ranges because its spread is smaller than a sawn off. Knowing that all weapons, even if they’re in the same family, are all better at one thing than the other, it would open up HUNDREDS of situations and tactics for the player to think of and create. I apologize for this is a wall of text, lol sorry. I’m just trying to get my question across in a legible way.

    • Researcher: Z.E.D(Zombie Euthanization Division)
      Date Recorded: April 1, 2011 at 6:43 pm

      Remington 870 or Saiga s12k for me! :D

    • Researcher: Garrett
      Date Recorded: April 2, 2011 at 2:01 pm

      Second the Remington 870 sentiment… one of those with slugs and buckshot, and my Savage Mark II .22lr are my go-to weapons in the event of undead! Along with a machete or an improvised lobo, of course.

    • Researcher: Z.E.D(Zombie Euthanization Division)
      Date Recorded: April 3, 2011 at 12:12 am

      machete would be nice but I would want a bludgeoning tool more than a machete. and that tool is a heavy duty crowbar. Many uses other than killing. opening creates/caches, prying open doors and locks etc.

    • Researcher: Derek
      Date Recorded: April 4, 2011 at 1:21 am

      I don’t know if there will be traditional “damage” in this game. I mean, think about it for a second, a zombie doesnt really take damage. If you shoot it, it doesnt feel pain and start limping. It keeps going without that half of it’s torso you just blew off. The important parts of the zombie are it’s brain and nervous system. And if you hit those once, its game over. So I think that should make all the other factors like spread, velocity, capacity, and rate of fire much more important as those will be the factors by which we differentiate the weapons, not damage. Because damage shouldnt matter… well, maybe against some human bandits…

      I’m really excited for this game. :D

    • Researcher: Jesse A. Kedrowski
      Date Recorded: April 4, 2011 at 6:41 pm

      But you can impair it. If you take out muscles or tendons it will slow down even more.

    • Researcher: Brant
      Date Recorded: April 12, 2011 at 9:52 am

      The question of different types of rounds in the same caliber, with the shotgun being the most dramatic and obvious difference is a tough one to address. There are limits to how much micromanaging an inventory is fun to most gamers and having multiple ammunition types per caliber adds to that dramatically. We are making an action game, not an inventory management game and at some point, we have to give over unimpeded entertainment. We have a lot to consider and a decision like this has ramifications that run throughout the game, not just gun combat, so it will be considered with great care.

  6. Researcher: Phil
    Date Recorded: April 1, 2011 at 4:43 pm

    Can we build a base with sandbags, barbed wire, moats, etc. and have .50 machine guns to mow down zombies?

    Can we find a sandbag, fill it up with a shovel, and leave a hole in the ground in the process?

    • Researcher: Brant
      Date Recorded: April 12, 2011 at 9:54 am

      Look for a Base Q&A in the future to answer your base building questions.

  7. Researcher: Gabrielo
    Date Recorded: April 1, 2011 at 4:52 pm

    I like the way the weapons in the game is going, keep up the good work.
    Everytime i read and i see the “gameplay and fun etc” prioritising, my heart thumps an extra time. It feels like many developers today forgets this at times when it comes to their games. But not Undead Labs :)

  8. Researcher: Z.E.D(Zombie Euthanization Division)
    Date Recorded: April 1, 2011 at 6:41 pm

    this game will be truely remarkable. since I am from countryside and still live there, this game just feels right at home for me. nothing like brething in fresh air while clubbing a Zed to re-death?. I suppose so…but one thing I would like to ask. can you mount weaponry to vehicles? say cut out a hole in the roof of a sedan or to the bed of a truck (warthog anyone?) and mount a Browning m1919 or MG42? just a thought.

    • Researcher: Brant
      Date Recorded: April 4, 2011 at 5:23 pm

      We’ll be able to answer vehicle related questions later in development. One thing at a time people!

    • Researcher: Z.E.D(Zombie Euthanization Division)
      Date Recorded: April 5, 2011 at 9:53 am

      I has a sad qT_Tp, but I will wait q^_^p

    • Researcher: Brant
      Date Recorded: April 6, 2011 at 11:00 am

      MG42? Not many of those outside of a museum or a Spielberg production.

    • Researcher: Z.E.D(Zombie Euthanization Division)
      Date Recorded: April 6, 2011 at 11:02 pm

      here in AZ they are pretty common, found six online fully intact

    • Researcher: Brant
      Date Recorded: April 12, 2011 at 9:56 am

      Hey ZED, since this question I’ve done some homework and realized that in states that allow fully automatic weapons, the MG42 is pretty popular. This blows my mind a little. The super high rate of fire would chew through ammo reserves so fast!

  9. Researcher: geist null
    Date Recorded: April 1, 2011 at 6:54 pm

    fire + zombie = flaming zombie hugs


    fire + zombie = destroyed zombie

    • Researcher: Derek
      Date Recorded: April 4, 2011 at 1:25 am

      This. I always thought lighting a zombie on fire only made that bloodthirsty cannibal trying to hug you to death a bloodthirsty cannibal trying to hug me to death unapproachable because its on fire. What is this?

    • Researcher: Dover
      Date Recorded: April 4, 2011 at 7:26 am

      This is a great question. Answering it would also shed light on zombie durability and health. Does progressive damage (like fire) work quickly, slowly, or somewhere in between?

    • Researcher: Emily
      Date Recorded: April 4, 2011 at 1:47 pm

      What? You don’t want to be hugged by a flaming zombie? All they want is love :(

    • Researcher: geist null
      Date Recorded: April 4, 2011 at 4:28 pm

      i <3 hugs….just not when theres fire involved :)

    • Researcher: Brant
      Date Recorded: April 4, 2011 at 5:24 pm

      mmmm….rotten burning bacon smell…..

    • Researcher: geist null
      Date Recorded: April 4, 2011 at 7:07 pm

      i think Brant just listed the number one reason to add pine scented air freshener to the bug-out bag.

    • Researcher: Stephane LAbbe
      Date Recorded: April 6, 2011 at 10:06 pm

      oh Brant… ans I was scraying you ???

    • Researcher: Brant
      Date Recorded: April 12, 2011 at 9:57 am


  10. Researcher: PREPLIN
    Date Recorded: April 1, 2011 at 7:40 pm

    Great article, the game sounds like it’ll ba a BLAST. (get i said blast cause the article is about guns and guns make… never mind) One question though.
    1.will you guys encorparate using back packs or rucks or duffle bag to transport stuff cause that would really come in handy?

    PS: I lol-ed at the fallout 3 reference in the second to last response

    • Researcher: Josh
      Date Recorded: April 2, 2011 at 12:06 am

      I def caught the Bethesda reference there..

    • Researcher: Z.E.D(Zombie Euthanization Division)
      Date Recorded: April 3, 2011 at 12:14 am

      oh god not this again….FFFFFFFFFFFFFFFFF, its like the feral ghoul holocaust all over again! make it stop!

    • Researcher: Dylan
      Date Recorded: April 3, 2011 at 9:14 am

      Have you thought about having a mobile app support for something like a weapons auction account? Or things like the status of your settlement and the people in it? I believe in today’s market having this kind of support in an MMO is a good idea.

    • Researcher: gabe
      Date Recorded: April 4, 2011 at 4:50 pm

      Yeh I’m really really late on this and I’m sorta going off topic. I read that your prototype for class four is going to be for xbox. Do you guys have any plans for a ps3 port of class 3? Or at least planning to release class 4 on ps3? im crossing my fingers

    • Researcher: Brant
      Date Recorded: April 4, 2011 at 5:27 pm

      I spent HUNDREDS of hours playing the Fallout games, and for the record, love them dearly.

    • Researcher: Jack
      Date Recorded: April 5, 2011 at 1:38 am

      @gabe Sorry bro, but as far as we’ve been told the game is going to be Xbox exclusive :’(
      I’m sure you have at least one friend who has an Xbox you can bug to get the game so you can go live over at their house playing Class 3/4 for the rest of your life like the rest of us ^_^

    • Researcher: Z.E.D(Zombie Euthanization Division)
      Date Recorded: April 5, 2011 at 9:55 am

      shooters are just better on the xbox, its been proven. the X360 controller layout is perfect for shooter games

    • Researcher: Grygon
      Date Recorded: April 5, 2011 at 1:27 pm

      Do what I’m going to do! Buy an Xbox specifically for Class 3/4!

    • Researcher: gabe
      Date Recorded: April 5, 2011 at 2:52 pm

      Aw man that’s a bummer. I was so hyped about this game. I’ve never been this excited for any game before. I would like to hear the developers say themselves whether or not it will be coming to ps3 because im hearing class 3 is only for xbox but on ignore and other gamesites it says xbox and ps3. I do not want to lose hope

    • Researcher: Brant
      Date Recorded: April 6, 2011 at 11:02 am

      Our publisher is Microsoft…

    • Researcher: Arafell
      Date Recorded: April 7, 2011 at 10:02 am

      I think that was more of an Oblivion reference than a fallout reference. Fallout slows you down. Oblivion, you’d pick up a paintbrush and go from 300MPH to not being able to move. :P
      A P90 would be interesting – its fairly accurate if you don’t spray, and the high capacity would mean you didn’t have to reload as often. I wouldn’t expect people to reload their clips in the middle of a fight anyways – if you had to use that much ammo, you’re probably toast. Its also portable, durable, and generally a good gun for self defense. Never shot one for myself though, so I’ll leave it to you.

    • Researcher: Brant

      I’m actually heading out to the range to fire the PS-90, as I’ve never fired a 5.7 firearm and am looking forward to it. I’ve heard such great things about the P-90 and how controllable it is. Will let you know how it goes,

    • Researcher: zombie killer108
      Date Recorded: May 13, 2011 at 1:23 pm

      Are there going to be 50.cals in the game?

    • Researcher: Stephen
      Date Recorded: June 6, 2011 at 11:32 am

      The way this game looks is outstanding! ive never been more excited about a game! Q. how many weapons will you be abled to carry? And at what speed do the zombies move at?
      Thank you :)

    • Researcher: Mike

      Could you tell us everything you can about the character character customization when you start playing the game?

    • Researcher: Brant

      I can’t at this time, as that system is still being developed and designed.

    • Researcher: Benjamin

      Will your vehicles run out of fuel? and if so would you have to find fuel for it and would it get harder and harder to find?

    • Researcher: Nathaniel

      you should made ads possible for non scoped weapons… that made fallout NV that much better