//Developer Update
The guns of ZMBE 1.2
1911 Colt
Magazine capacity: 7
Damage per shot: 32
Shots to kill a zombie: 3
TEC-9
Magazine capacity: 30
Damage per shot: 26
Shots to kill a zombie: 4
Mossberg 500
Magazine capacity: 6
Damage per pellet (x10): 17
Shots to kill a zombie: 1
(Uses manual pumping)
Accurate | Medium spread
Baikal
Magazine capacity: 2
Damage per pellet (x10): 22
Shots to kill a zombie: 1
Very accurate | Very tight spread
Baikal Sawn-off
Magazine capacity: 2
Damage per pellet (x10): 14
Shots to kill a zombie: 1
Inaccurate | Large Spread
Remington 870 Wingmaster Express
Magazine capacity: 5
Damage per pellet (x10): 20
Shots to kill a zombie: 1
Very accurate | Very tight spread
(Uses manual pumping)
Winchester '73
Magazine capacity: 16
Damage per shot: 80
Shots to kill a zombie: 1
(Uses manual levering)
SKS
Magazine capacity: 10
Damage per shot: 190
Shots to kill a zombie: 1
(Only reloads when magazine is empty)
1.2 Release Info
Final testing has begun. If all goes well, release is set for this weekend sometime.
The SKS reload is abit weird its not a M1 you can load more shots after firing a few with semi trouble.
I believe the official reason for it is they are too lazy to animate.
Every shotgun except the two baikals has their own set of animations.
"It only reloads when empty because you can not put another 10 bullet stripper clip into it without having to remove the other bullets first. And since animating that is a bit complicated we decided to use this limit to simulate the akwardness of it."
Quote from fifi on the zm forums, which basically says 'too lazy'. If that's not the reason then what is?
Its entirely possible that you could go the Neotokyo route and be able to reload whenever but lose the current ammo in it.
That makes perfect sense considering you open the fixed magazine at the bottom via a latch and all the rounds drop out. Even though it would make more sense to catch the round in your hand...