I’m pretty sure bubbles uses an AI voice, as he was introduced with voice lines before the call-out update and before there was dialogue and stuff between NPCs, which means there was less voice acting needed.
A very good idea; I've always found the game's melee system quite lackluster for the fact that it is meant to be the meat of the game's combat. Players are expected to use melee often to counter the hordes of zombies they often face, and most zombie types are built around this system; both types of runners are meant to be a high-threat zombie that dictates the tempo of the fight, bombers are meant to reward paying attention to the zombies in front of you instead of mindlessly hacking and slashing, zappers are meant to be tanky high-threat zombies that force you to juggle your attention between dodging its attacks and avoiding getting mauled by other zombies. Igniters are meant to discourage players from advancing too quickly, while not allowing a break from the action due to the inconsequential effect its fire has on other zombies. However, all of these are simply holds on the system, and do not iterate upon its concepts in many meaningful ways. In the end, the solution to shamblers and most hordes is walking backwards while repeatedly left-clicking with some occasional interruptions. Your idea, though, provides a needed iteration upon the system while maintaining the style of the GnB devs. I can imagine a player resorting to Passata Sotto to kill a zapper threatening another player, or doing a crucial half-circle guard to shut down a bomber that would ordinarily blow the whole team to bits, as well as many more examples. Overall, this idea elevates the melee combat in GnB from a snoozefest where you spam a single direction for an hour and occasionally back away from the barricade, to a very well-fleshed-out system that allows for risky and creative plays as well as more alternative playstyles (such as those offered by the Lance Point and Guardia Mista) while not infringing on the core four-direction system.
@@Amnionic Shutting down bombers gives a reason for players to use half-circle, as its effects on other zombies are relatively inconsequential for the risk involved.
@@Amnionic I'd say there's more risk to doing it, as in mistiming this move will likely result in death. However doing this properly will be a massive help to the team, more so your sappers.
the downside to this whole otherwise amazing idea is the fact that we're unfortunately looking at a roblox game, a platform whose players don't seek games with such complex systems. even though i love the game as much as anyone can, the new update saw a surge in new players that just cant get anything done.
Interesting concepts Not only it would give more gameplay variety in melee, but would also give more characterisation for the ones who likes creating OCs in this game
UGHHHH HIGH EFFORT VIDEO AND THE INCLUSION AND INSPIRATION FROM THE DUELLISTS?? insane work... so so insane.., and the map environments taken from the movie too this is crazy work good job 👏👏 i yelled when i heard the duellists' song motif in the opening, it was a real jumpscare LOL
I actually thought of an idea like this but never thought it through like you did! I really wish developers would notice your concept, because it is really detailed and thought out
yo this was an amazing concept video, not only was it just a very interesting feature, but you provided a lot of informative details to help us viewers get a better picture of how this would work! keep up the great work 🎉
Absolute cinema, and a banger! Really love the stances and guards concept to be added into the game, this would change entirely the melee experience in Guts & Blackpowder!
Wow! This is a really high effort and interesting concept that could completely change the melee system, which could overall change the game's combat system on its own! You should totally send this to the devs or smth. (Glory kill animations would be cool too!)
Officers being the more 'duelisty' makes sense. Officers were more, well, quite obviously, high-ranking people. They were respected, and usually wealthy too. So, to have fun, lots of Officers would duel others. That's the reason lots of German Officers in World War II had scars on their faces.
Very interesting concept. This would definitely make the combat system more complex. I'm curious to see how this would look like when it comes to PvP. P.S hopefully u can catch a wild fezezen
This is actually a very interesting and if not, a good idea! It adds more variety in terms of offense and defense on certain weapons which makes melee combat more complex and or utilized since some people stick to using their guns. I feel that if they do consider adding this in, Melee will be more frequent and perhaps teammate saves will also rise.
This is a concept that really does add some spice to the pot here. Each move is very much useful in its own way and adds little risk vs reward type scenarios, essentially you now have a choice of varying tactics to incorporate into your extra equipment like grenades (Unless these take up the equipment slot) and what gun you're bringing with you. For example if you wanted a more defense oriented playstyle for your officer you'd run something like this: Gun - either the double barrel or brass pistol. (may not apply) Throwable - grenades Technique - the most defensive oriented of the choices (I don't know which technique to classify under defense)
This would be really cool. Gives the already introduced weapons another lease on life and gives us something to work towards. Would make players who have played a ton stand out even more besides using different regiments.
Incredible work. Simply incredible. With this stance system, it would feel more historical due to the officer's education because officers were obviously taught with many forms of combat including the sabre and the rapier, the game would feel more historically accurate. What I like is the cape ability because it is a used tactic by the past and due to its reliability to end things swiftly, but it is considered ignoble and such but still, everything needs to be used. Again, very very nice work, it would be nice of the devs to be more diverse with the historical accuracies and such, but it would also be cool if they added more melee weapons, such as a rapier, and it would be a nice combo with a dagger for an officer, but it has to be equiped in the extra slot.
The concept is well made and interesting but I don't really think it would be a good addition. Stances make no sense when combating the undead, they aren't human so the techniques simply don't apply all that well.
@electro7435 good point, but like, they are still humanoid, it just makes the game more realistic to say the least, and it looked like they still have some human instincts due to the zappers using their tools and the chaplain using the cross, so... It kinda depends on one's viewpoint, I'd say it would be a nice addition to the game making it more complex and actually seem historically accurate
@@electro7435 The tactics and most intricacies may not have a use, but some of the ideas do hold up. Structured swings allowing for quick follow ups and or deeper cuts. Certain stances better maintaining balance as you go for a specific movement. I mean, the half circle idea makes sense. Cutting the muscles of the forearm and wrist obliterates any and all grip strength or swinging capabilities. The zombies mostly kill you by holding and encumbering you until you get mauled by a horde. A lot of these stances seem to be aiming for specific parts of the body or batting away incoming items. At least in the terms of a horde.
What an amazing concept! It provides so many fighting styles for close quarters combat addidctive player such as me! i do wish this gets added,it would be amazing to use shorten arms.
Awesome concept that would bring some fresh air to this game hit and chop gameplay, you did a great job, tho it really not really any possible for these to add to the game ( yet ), But I would like to see more these type of concepts, One day maybe it would be possible for them to add these amazing concept Either way, Great job!
A wonderful and unique concept mechanic to improve the combat system. I do have doubts it may be implemented fully into the game should it get accepted as this will change how the zombies work in a way. Not sure but I can feel it happening just thinking about it into the game. Would challenge the difficulty of the game should experienced players have this on their hands.
Massive buff for officers of this is implemented. Large buff for specifically rifle users on infantry. Debatable for muskets, but shorten arms gives it a bash.
Some weapon concepts of my own. The Club: An alternative to the Stake, focusing on stunning the undead rather than reducing their infection. Do note that while it's reach is further than the stake, it cannot penetrate zombies.
I also heard that officers were very good melee combatants I'm not sure about them but all these buffs would fit the officer the same way they use their skills to melee combat
THE CAPES are AWESOME! I love the Sabre, and I love the Rapier. I've only ever Rapier and Cape, never Sabre and Cape. Same with the the Soto ability, where you drop down and thrust with the Sabre. That's generally a Rapier move.
One problem you might have with officer is new weapons, which might not put the 2750 franc to use if not applied to new weapons potentially coming. And perhaps Sapper could receive a Fortification or Axe manual to give them different builds and axe attack styles!
For officer: Outside has a clear use. Debilitate opponents Hanging has a clear use. Uber effective shambler deletion. Half hanger is uh... there. The parry... you still take dmg, and the 20 reflect breaks 0 damage threshholds. You really would be better off using any different stance and reaping their benefits/landing headshots. Low hanging has a clear use. 200 damage ability St George is a uh... It's like taking passive hp regen instead of a big heal cooldown ability. A consistant high damage, capable of oneshotting during objective holdouts at the cost of what seems to be super slow swings. The inside... is there. Guardia Mista has a clear use. Though, not to helpful, it does have its allure. The Quarta has a clear use. Trades the imeadiate life threatening risk of the Passata Sotto for a ranged bash. It won't delete a small horde, but it will still be a massive help. However the reduced initial risk is offset with the pain or retrieving the cape.
I could imagine St George would be particularly useful for more passive Officer players. Slower swing rate will make it more difficult to constantly be at the frontlines because of runnersz but the damage will be better suited defending barricades or going forward occasionally to deal with zappers
If the devs will ever add the Swiss, the Halberds should be a no brainer idea: Reaches far than that of the Heavy Saber but short of the Pike, cleaves and thrusts to your heart's content.
Pls do tell that upon equipping these, will focus on using the weapons you are main at. For example for Line Infantry, if using the fighting style focus on Musket/Bayonet, it would remove the use of sabre and other melee to focus on using the Bayonet for melee. However otherwise when using the Carbine/Rifle melee focuses, they can still keep the secondary melee due to the fact that Carbine and Rifle melee are for stunning. Overall I'd love to see this in game and showcasing other professional fighting styles.
@@Solsotto1 awesome video brah I would love some martial arts books for the sapper too Instead of practicing the axe he would become a martial arts dude
adding a parry in a stance would be cool pressing f will make you stunned for 1 seconds however immune to the first zombie attack and if successful immediately stab the zombie and remove the stun debuff if not then you still get stunned
Ngl, this concept. I NEEEED ITTTTT (SpongeBob)😭 its only been 2 weeks but I thought it had been over month💀. Who else wants this in the game? Fr, I hope the devs see this video. Whose with me?
@@elhombreamarillo14 ive shared it to the community yes. But, it doesn’t matter if I put effort into it. It is up to the developers. So treat this is as just fun imagination of what it could be.
Nah. I’ll stick to my 43 damage heavy saber that kills runners and shamblers (any zombie in general) for me easily. Unless these make the sabers even more overpowered then Alr yeah I’d buy and do the quests. Seriously though, these are really cool. The only problem though is that the zombies themselves aren’t that complex. Even the special infected are quite easy to deal with in manageable numbers (especially in endless). Why would you need more defense against a runner when you could just juke them? Or just one shot them on the spot with a single swing/jab of your saber? The amount of special infected in this game (imo) would need more variety for these to truly shine as maybe having more difficult zombies would allow for more strategical uses of melee weapons to really show their true potential.
I agree with you, these lower the difficulty of gnb too much. I prefer games that require good skill and technique from the player in a simple system. For ex: jumping and stab attacking at the same time to get a headshot kill or moving the screen quickly to damage a large group of zombies. Honestly, I think this is an idea that adds a complex mechanism that is rather difficult to adapt to gnb. Runners can be easily killed by simply moving sideways or quickly moving the screen. Still the upswing attack idea is not bad.
@@catfacecat.Wow! I never knew that 🤯🤯🤯🤯 Nga ik that already. I don’t understand the point you’re trying to make here???? That first sentence of mine was a little banter. Wasn’t meant to be taken seriously. I also NEVER even mention viral runners in my comment. So why are you even mentioning it at all???? I swear, 90 percent of GnB players have little to no reading literacy.
@@Yuh_zhimmy insulting before we even talk... for that alone I won't even talk to you anymore, but before that. you keep mentioning runners a lot and how HS one shots it ect ect.. viral runners are runners with different attacks and more HP. their movement(which is one of the things you talked about) is not different. viral runners however have higher HP. they have a secret resistance to heavy sabre, causing them to 3 shot it instead of 1. on top of the slower swing speed it makes virals a pain in hordes, unlike sabre. i also do not see your point. why are you glazing 1 shotting runners???
can you make a khaltoff repeater concept? The Kalthoff repeater was a repeating firearm designed by the Kalthoff family of German gunmakers around 1630: Design The Kalthoff repeater was a smoothbore musket with two magazines, one for powder and one for bullets. The powder magazine was in the butt of the gun, and the bullet magazine was in the forearm. Capacity The Kalthoff repeater could hold between 5 and 30 rounds, depending on the magazine style. Caliber The caliber of Kalthoff guns was usually between 0.4-0.8 in (10-20 mm), but some were 0.3 in (7.6 mm). Operation To fire, the trigger guard was moved forward and back once, which could be done in 1-2 seconds. Military service The Kalthoff repeater was the first repeating firearm used in military service. The Danish Royal Guards used Kalthoff repeaters in 1659 to defend a castle from attacking Swedish troops. Basic design The Kalthoff repeater's basic design was replicated for over a century. The Kalthoff family was known for their advanced metallurgic skills, including iron manufacturing and developing an advanced steel formula for repeating rifles.
@@Calvodecria559been suggested multiple times before. And even with the girandoni rifle being added, as the person above mentioned. I’d still prefer to not do something already been suggested multiple times with different variations. I’m sure everyone will be sick hearing the mention of this gun. And for my own opinion. I don’t like the idea of the Kalthoff Repeater, even if it was in the time period. A fast firing gun takes away from the atmosphere of this game too much. There would be little sacrifice or risk with shooting, as you get multiple at a time. And, I don’t exactly find it fun when a ranged hit has little consequence to it. I enjoy the frontline I see a whole lot from this game. Atleast with girandoni, its punishing enough to only harbor a few people to use it. So overall if another gun is to ever get added, it should stay as a sluggish one hit
now make a wwapon that will require 400 hours of playtime, 150 kdr, an unfuckingimaginable amount of kills, and an unfukcingimaginable amount of heals, saves and bless (yes these are my statistics i am gnb addict h)
A shamblers ability to grab you is basically gone for a few seconds whenever you hit them with your saber. Don’t get too confident when hitting larger crowds though because their grab does come back. So you’ll have to hit them again.
Very good idea but with how the community is they most likely won’t like how they have to grind francs for the items purchase them then grind some more to actually use them also officer’s code would most likely have to be completely remade if you want 3 at once instead of 1 and also the fact that it could cause more of a toxic meta type thing to happen with people thinking one stance is superior to all and hating on others that aren’t using it. This is indeed a great idea but the coding and time that would have to go in would just not be really worth it as with that much new code the game could break very fast
Though, they’re style here as portrayed is wrong. They’re guards. And guards are for protecting against slashes. You constantly change between guards to deflect attacks or to bind. So anything can use anything. It isn’t specifically St George guard to be the best attack, it is more parry/guard than ever
For infantry: Lance point, kinda doesn't work Runners, really shouldn't be an issue. For all of, 8 seconds, the chances of you getting tackled mid bayonet charge is tiny. The bayonet dmg nerf is massive though. The shorten arms bayonet charge nerf was MASSIVE. No grab immunity? Horrid hit rate? Presumed 55 dmg per hit? However, you get a carbine bash. So there's that. On stock guard... ehhhhh Yippee, 40 damage. On a 10 second cooldown I mean, the rifle gets a bash so I can't complain, but for carbine, it would be faster and safer to bash, melee swap, headshot. The club though? MMMMMMMMMMMM Good stuff. This only really applies if the club stuns on the first hit, because very few things have over 80 hp, and the ones that do, you're gonna wanna grind em down fast with meelee.
Yeah it probably needs a bit more of a rework, but I imagine the debuff from hitting a zombie not currently moving wasn’t explained enough well from my part Basically hitting just one zombie thats not moving will automatically do an unsuccessful passata sotto, and its debuffs following it. So I imagine thats already enough to nerf the stance as it disables the move from being any useful behind the most global example being sapper buildings
This also applies to everything you can possibly think of in a situation where a zombie doesn’t move. (Ex. After the attack of a zapper, a shambler grabbing someone, a runner mauling someone, a zombie spawning from the ground, a zombie that got shoved, a zombie that got stunned under a crucifix)
I really like this idea, adds much needed complexity to a melee focused game
Real
THATS WHAT I WAS THINKING TOO LIKE THIS WOULD ADD SO MUCH MORE COMPLEXITY TO FILTER OUT THE KIDS FROM THIS GAME
God the sweats, they are gonna main the officers
Honestly I agree, the current combat system is way to boring and repetitive
Nah Just Add Block And Melee Is More Fun, No Need To Bring Boxing Stances To The Game.
Very good presentation, you even got the va for bubbles, PEAK 🔥
It's great actually
I’m pretty sure bubbles uses an AI voice, as he was introduced with voice lines before the call-out update and before there was dialogue and stuff between NPCs, which means there was less voice acting needed.
@@Chezeborger they hired an actual voice actor for Bubbles even before the call outs update. you can't assume everything is AI
@@Chezeborger bro don't even think everything is ai dude they hired voice actors
I love this!! This has a lot of potential in G&B's combat system, I hope this reaches to the G&B devs! Keep up the good work dude!!
A very good idea; I've always found the game's melee system quite lackluster for the fact that it is meant to be the meat of the game's combat. Players are expected to use melee often to counter the hordes of zombies they often face, and most zombie types are built around this system; both types of runners are meant to be a high-threat zombie that dictates the tempo of the fight, bombers are meant to reward paying attention to the zombies in front of you instead of mindlessly hacking and slashing, zappers are meant to be tanky high-threat zombies that force you to juggle your attention between dodging its attacks and avoiding getting mauled by other zombies. Igniters are meant to discourage players from advancing too quickly, while not allowing a break from the action due to the inconsequential effect its fire has on other zombies.
However, all of these are simply holds on the system, and do not iterate upon its concepts in many meaningful ways.
In the end, the solution to shamblers and most hordes is walking backwards while repeatedly left-clicking with some occasional interruptions.
Your idea, though, provides a needed iteration upon the system while maintaining the style of the GnB devs. I can imagine a player resorting to Passata Sotto to kill a zapper threatening another player, or doing a crucial half-circle guard to shut down a bomber that would ordinarily blow the whole team to bits, as well as many more examples.
Overall, this idea elevates the melee combat in GnB from a snoozefest where you spam a single direction for an hour and occasionally back away from the barricade, to a very well-fleshed-out system that allows for risky and creative plays as well as more alternative playstyles (such as those offered by the Lance Point and Guardia Mista) while not infringing on the core four-direction system.
Sir wouldn't shutting down bombers be too OP?
@@Amnionic Shutting down bombers gives a reason for players to use half-circle, as its effects on other zombies are relatively inconsequential for the risk involved.
@evanm1337 fair enough but isn't it too OP? The whole point of bombers is that they don't want to be meleed
@@Amnionic I'd say there's more risk to doing it, as in mistiming this move will likely result in death. However doing this properly will be a massive help to the team, more so your sappers.
the downside to this whole otherwise amazing idea is the fact that we're unfortunately looking at a roblox game, a platform whose players don't seek games with such complex systems. even though i love the game as much as anyone can, the new update saw a surge in new players that just cant get anything done.
Interesting concepts
Not only it would give more gameplay variety in melee, but would also give more characterisation for the ones who likes creating OCs in this game
yeeess
UGHHHH HIGH EFFORT VIDEO AND THE INCLUSION AND INSPIRATION FROM THE DUELLISTS?? insane work... so so insane.., and the map environments taken from the movie too this is crazy work good job 👏👏 i yelled when i heard the duellists' song motif in the opening, it was a real jumpscare LOL
I actually thought of an idea like this but never thought it through like you did! I really wish developers would notice your concept, because it is really detailed and thought out
yo this was an amazing concept video, not only was it just a very interesting feature, but you provided a lot of informative details to help us viewers get a better picture of how this would work! keep up the great work 🎉
Absolute cinema, and a banger! Really love the stances and guards concept to be added into the game, this would change entirely the melee experience in Guts & Blackpowder!
Wow! This is a really high effort and interesting concept that could completely change the melee system, which could overall change the game's combat system on its own! You should totally send this to the devs or smth. (Glory kill animations would be cool too!)
No community,no description,nothing else
Just start posting up GB content
Hes a living legend.
Officers being the more 'duelisty' makes sense. Officers were more, well, quite obviously, high-ranking people. They were respected, and usually wealthy too. So, to have fun, lots of Officers would duel others. That's the reason lots of German Officers in World War II had scars on their faces.
Very interesting concept. This would definitely make the combat system more complex. I'm curious to see how this would look like when it comes to PvP.
P.S hopefully u can catch a wild fezezen
French officer: assumes a stance.
British infantry: pulls out musket* parry this you filthy causal
This is actually a very interesting and if not, a good idea!
It adds more variety in terms of offense and defense on certain weapons which makes melee combat more complex and or utilized since some people stick to using their guns.
I feel that if they do consider adding this in, Melee will be more frequent and perhaps teammate saves will also rise.
this is so cool, i hope they actually add this
Fez needs to see this masterpiece of yours
New concept with animated examples AND the VA for Bubbles? My brother, you absolutely COOKED.
This is a concept that really does add some spice to the pot here. Each move is very much useful in its own way and adds little risk vs reward type scenarios, essentially you now have a choice of varying tactics to incorporate into your extra equipment like grenades (Unless these take up the equipment slot) and what gun you're bringing with you.
For example if you wanted a more defense oriented playstyle for your officer you'd run something like this:
Gun - either the double barrel or brass pistol.
(may not apply) Throwable - grenades
Technique - the most defensive oriented of the choices (I don't know which technique to classify under defense)
This would be really cool. Gives the already introduced weapons another lease on life and gives us something to work towards. Would make players who have played a ton stand out even more besides using different regiments.
I saw this on the GnB suggestion channel, didn't expect to see it here too. Interesting concept
Incredible work.
Simply incredible. With this stance system, it would feel more historical due to the officer's education because officers were obviously taught with many forms of combat including the sabre and the rapier, the game would feel more historically accurate. What I like is the cape ability because it is a used tactic by the past and due to its reliability to end things swiftly, but it is considered ignoble and such but still, everything needs to be used.
Again, very very nice work, it would be nice of the devs to be more diverse with the historical accuracies and such, but it would also be cool if they added more melee weapons, such as a rapier, and it would be a nice combo with a dagger for an officer, but it has to be equiped in the extra slot.
The concept is well made and interesting but I don't really think it would be a good addition. Stances make no sense when combating the undead, they aren't human so the techniques simply don't apply all that well.
@@electro7435Maybe in Pvp mode??
@electro7435 good point, but like, they are still humanoid, it just makes the game more realistic to say the least, and it looked like they still have some human instincts due to the zappers using their tools and the chaplain using the cross, so... It kinda depends on one's viewpoint, I'd say it would be a nice addition to the game making it more complex and actually seem historically accurate
@@electro7435
The tactics and most intricacies may not have a use, but some of the ideas do hold up.
Structured swings allowing for quick follow ups and or deeper cuts.
Certain stances better maintaining balance as you go for a specific movement.
I mean, the half circle idea makes sense. Cutting the muscles of the forearm and wrist obliterates any and all grip strength or swinging capabilities. The zombies mostly kill you by holding and encumbering you until you get mauled by a horde.
A lot of these stances seem to be aiming for specific parts of the body or batting away incoming items. At least in the terms of a horde.
Either make it a default mechanic (really iffy on this idea) or make it take the utility slot.
This is a fantastic video and a great concept. The video was excellently put together and the concept could really spice up gameplay. 😊
Get this man on the dev team N O W
W. This needs to reach the G&B devs!1!!1
The devs seriously need to consider this. Did you post this in suggestions?
this, really needs to be added
Ngl this concept would be a really good addition to the game. It could really benefit the frontliner aside from the priest.
This is art, the devs NEED to see this, 👍👍👍
this is kinda amazing its good
Good idea, one small issue, there must be a better way equip and use these guards, not like an item, but like something else
I agree, I would propose a smaller menu accessed when the weapon is equipped, just putting it out there.
What an amazing concept! It provides so many fighting styles for close quarters combat addidctive player such as me! i do wish this gets added,it would be amazing to use shorten arms.
If this ever appears next update i got this guy to thank
Awesome concept that would bring some fresh air to this game hit and chop gameplay, you did a great job, tho it really not really any possible for these to add to the game ( yet ), But I would like to see more these type of concepts, One day maybe it would be possible for them to add these amazing concept
Either way, Great job!
I would love to have this in the game now! As long as I can spill those Undead Heads, I have no problems with new ideas on killing them!
A wonderful and unique concept mechanic to improve the combat system. I do have doubts it may be implemented fully into the game should it get accepted as this will change how the zombies work in a way. Not sure but I can feel it happening just thinking about it into the game. Would challenge the difficulty of the game should experienced players have this on their hands.
Massive buff for officers of this is implemented.
Large buff for specifically rifle users on infantry.
Debatable for muskets, but shorten arms gives it a bash.
very underrated content, 10/10 great video
Can’t wait for the devs to see this. This would go insanely hard and make players feel like they’re actually playing a historical game
3:59 when i looked at the thumbnail, i thought it said "unsuccessful pasta sauce"
Club Stance will be cool for weapons with no bayonets
Some weapon concepts of my own.
The Club: An alternative to the Stake, focusing on stunning the undead rather than reducing their infection. Do note that while it's reach is further than the stake, it cannot penetrate zombies.
I also heard that officers were very good melee combatants I'm not sure about them but all these buffs would fit the officer the same way they use their skills to melee combat
really like these concepts, great job
THE CAPES are AWESOME! I love the Sabre, and I love the Rapier. I've only ever Rapier and Cape, never Sabre and Cape. Same with the the Soto ability, where you drop down and thrust with the Sabre. That's generally a Rapier move.
Awesome video, would definitely be a lot of information to take in 🤣
This idea will be fire. I just wish they add some weapon for priest such as double stakes or some
One problem you might have with officer is new weapons, which might not put the 2750 franc to use if not applied to new weapons potentially coming. And perhaps Sapper could receive a Fortification or Axe manual to give them different builds and axe attack styles!
For officer:
Outside has a clear use.
Debilitate opponents
Hanging has a clear use.
Uber effective shambler deletion.
Half hanger is uh... there.
The parry... you still take dmg, and the 20 reflect breaks 0 damage threshholds. You really would be better off using any different stance and reaping their benefits/landing headshots.
Low hanging has a clear use.
200 damage ability
St George is a uh... It's like taking passive hp regen instead of a big heal cooldown ability.
A consistant high damage, capable of oneshotting during objective holdouts at the cost of what seems to be super slow swings.
The inside... is there.
Guardia Mista has a clear use.
Though, not to helpful, it does have its allure.
The Quarta has a clear use.
Trades the imeadiate life threatening risk of the Passata Sotto for a ranged bash.
It won't delete a small horde, but it will still be a massive help.
However the reduced initial risk is offset with the pain or retrieving the cape.
I could imagine St George would be particularly useful for more passive Officer players. Slower swing rate will make it more difficult to constantly be at the frontlines because of runnersz but the damage will be better suited defending barricades or going forward occasionally to deal with zappers
This is amazing, but the devs will 100% not allow anything disabling barrel explosions xD
holy shit the actual voice actor doing this is amazing
Kingdom come typa combat mechanic
I love it!!
Y’know I was thinking of the exact same thing lol. A complete overhaul of the combat system would be nice
This needs to happen
We need this (and also the rapiers subtly mentioned in this video, we need that too)
Maybe the devs would have a higher chance of adding it if it were presented like in a show bible format
peak needs to be added
If the devs will ever add the Swiss, the Halberds should be a no brainer idea: Reaches far than that of the Heavy Saber but short of the Pike, cleaves and thrusts to your heart's content.
"Kill 125 zombies with bayonet"
*Enter Kevviz*
Ok That is a Cool Guts and Blackpowder Weapons Concept And also Cool video as well of course!!! 😁
Pls do tell that upon equipping these, will focus on using the weapons you are main at. For example for Line Infantry, if using the fighting style focus on Musket/Bayonet, it would remove the use of sabre and other melee to focus on using the Bayonet for melee. However otherwise when using the Carbine/Rifle melee focuses, they can still keep the secondary melee due to the fact that Carbine and Rifle melee are for stunning. Overall I'd love to see this in game and showcasing other professional fighting styles.
Passata sotto is basically subtle foreshadowing 😭😭🙏
What an interesting concept. I feel like having to train for the stances is quite interesting, however I am a bit confused as to how they’re equipped.
Its kinda like the inventory menu priest has. But imagine the blessing slot as the stances/guards
@@Solsotto1 awesome video brah I would love some martial arts books for the sapper too
Instead of practicing the axe he would become a martial arts dude
Similar to a cavalry sword
adding a parry in a stance would be cool
pressing f will make you stunned for 1 seconds however immune to the first zombie attack and if successful immediately stab the zombie and remove the stun debuff if not then you still get stunned
Maybe add some stances/guards for the Pike?
that guard half circle is spicy
How did you make his voice so precise
I paid for the va
@@Solsotto1 what do you mean by "hitstun" when showing how to get officer stances?
@SebastianEvans-c3r if you hit a shambler before it completes clawing/grabbing you get invincible frames from it for a short period of time
@@Solsotto1 ah, thx
the cape could be replaced with the pelisse for certain regiments?
automatic W for the duellist score
I think it would be really funny if the devs added that 4 barrel pistol, where each barrel is facing a different direction
please get the devs on this duuuude
Guys what is hitstun?
E
Ngl, this concept. I NEEEED ITTTTT (SpongeBob)😭 its only been 2 weeks but I thought it had been over month💀. Who else wants this in the game? Fr, I hope the devs see this video. Whose with me?
Plz g&b GET THIS MAN WORKING FOR YOU
I have a question. do the bayonet-centric stances also work with the lance?
@@TeslaX106 no
This is simply 🔥
Hey, small question, Do you make animations of sort? If yes, Can you please make a fanmade npc animation in one of your maps?
Theres really no need for one in endless. And I am thinking about doing an objective but im lazy
From dealing a zombie comrade to chivalry and for honor ahh mechanics
Can someone tell me the name of the music? Its fire
Look up "The Duellists main theme" and find it you shall. :-)
@@AwesomeYena k thanks
We kinda lack melee tho we need these future updates so idk it will be added or just no
im curious has you reached out to any G&B devs about this idea or shared it to the community? i would love this on the game ❤
@@elhombreamarillo14 ive shared it to the community yes. But, it doesn’t matter if I put effort into it. It is up to the developers. So treat this is as just fun imagination of what it could be.
To do a Stance do you have to stand still
@jinwany7806No, you can switch between them with a 0.5 second switch time, and a 4 second cooldown which all i forgot to mention
Ngl that’s really cool
I think you should be able to buy 'Pendants' in the shop and they give you boons like "Blind rage" or "Double sabre"
Double Sabre is cursed
A stiff drink. Brewed with a special ingredient.
I think that would make slightly more sense in context.
5:47 eso se hace en España con los torros😮
Nah. I’ll stick to my 43 damage heavy saber that kills runners and shamblers (any zombie in general) for me easily. Unless these make the sabers even more overpowered then Alr yeah I’d buy and do the quests.
Seriously though, these are really cool. The only problem though is that the zombies themselves aren’t that complex. Even the special infected are quite easy to deal with in manageable numbers (especially in endless). Why would you need more defense against a runner when you could just juke them? Or just one shot them on the spot with a single swing/jab of your saber? The amount of special infected in this game (imo) would need more variety for these to truly shine as maybe having more difficult zombies would allow for more strategical uses of melee weapons to really show their true potential.
I agree with you, these lower the difficulty of gnb too much.
I prefer games that require good skill and technique from the player in a simple system.
For ex: jumping and stab attacking at the same time to get a headshot kill or moving the screen quickly to damage a large group of zombies.
Honestly, I think this is an idea that adds a complex mechanism that is rather difficult to adapt to gnb.
Runners can be easily killed by simply moving sideways or quickly moving the screen.
Still the upswing attack idea is not bad.
bros talking about the HS like most other weapons don't 1 shot a runner
also, HS 3 shots virals, normal sabre 2 shots
@@catfacecat.Wow! I never knew that 🤯🤯🤯🤯
Nga ik that already. I don’t understand the point you’re trying to make here???? That first sentence of mine was a little banter. Wasn’t meant to be taken seriously. I also NEVER even mention viral runners in my comment. So why are you even mentioning it at all???? I swear, 90 percent of GnB players have little to no reading literacy.
@@Yuh_zhimmy insulting before we even talk... for that alone I won't even talk to you anymore, but before that.
you keep mentioning runners a lot and how HS one shots it ect ect.. viral runners are runners with different attacks and more HP. their movement(which is one of the things you talked about) is not different. viral runners however have higher HP. they have a secret resistance to heavy sabre, causing them to 3 shot it instead of 1. on top of the slower swing speed it makes virals a pain in hordes, unlike sabre.
i also do not see your point. why are you glazing 1 shotting runners???
@@catfacecat. hey hey! good day to you. i'm sure he's just joking
I.. *NEED IT*
As a lacer main id say I'll use my bayonet again if this gets added :3
can you make a khaltoff repeater concept?
The Kalthoff repeater was a repeating firearm designed by the Kalthoff family of German gunmakers around 1630:
Design
The Kalthoff repeater was a smoothbore musket with two magazines, one for powder and one for bullets. The powder magazine was in the butt of the gun, and the bullet magazine was in the forearm.
Capacity
The Kalthoff repeater could hold between 5 and 30 rounds, depending on the magazine style.
Caliber
The caliber of Kalthoff guns was usually between 0.4-0.8 in (10-20 mm), but some were 0.3 in (7.6 mm).
Operation
To fire, the trigger guard was moved forward and back once, which could be done in 1-2 seconds.
Military service
The Kalthoff repeater was the first repeating firearm used in military service. The Danish Royal Guards used Kalthoff repeaters in 1659 to defend a castle from attacking Swedish troops.
Basic design
The Kalthoff repeater's basic design was replicated for over a century.
The Kalthoff family was known for their advanced metallurgic skills, including iron manufacturing and developing an advanced steel formula for repeating rifles.
@@Calvodecria559 kalthoff repeaters are declined
@Solsotto1 did someone suggest it to the devs?
@@Solsotto1Girandoni Air Rifle got declined as well
Yet we got it
@@Calvodecria559been suggested multiple times before. And even with the girandoni rifle being added, as the person above mentioned. I’d still prefer to not do something already been suggested multiple times with different variations. I’m sure everyone will be sick hearing the mention of this gun.
And for my own opinion. I don’t like the idea of the Kalthoff Repeater, even if it was in the time period. A fast firing gun takes away from the atmosphere of this game too much. There would be little sacrifice or risk with shooting, as you get multiple at a time. And, I don’t exactly find it fun when a ranged hit has little consequence to it. I enjoy the frontline I see a whole lot from this game. Atleast with girandoni, its punishing enough to only harbor a few people to use it.
So overall if another gun is to ever get added, it should stay as a sluggish one hit
@RandomFurry07 the kalthoff repeater would be absolutely busted
did you pay for the voice actor or use AI?
@@NNN987_ i paid for the voice actor
@@Solsotto1 wow, would be a disappointment if they decline this
now make a wwapon that will require 400 hours of playtime, 150 kdr, an unfuckingimaginable amount of kills, and an unfukcingimaginable amount of heals, saves and bless (yes these are my statistics i am gnb addict h)
Mods, give this man his ✅Accepted
what is a hitstun?
@@brobot1099 when a shambler is attacking/grabbing you, but you hit them first. Their attack/grab is cancelled
A shamblers ability to grab you is basically gone for a few seconds whenever you hit them with your saber. Don’t get too confident when hitting larger crowds though because their grab does come back. So you’ll have to hit them again.
Very good idea but with how the community is they most likely won’t like how they have to grind francs for the items purchase them then grind some more to actually use them also officer’s code would most likely have to be completely remade if you want 3 at once instead of 1 and also the fact that it could cause more of a toxic meta type thing to happen with people thinking one stance is superior to all and hating on others that aren’t using it. This is indeed a great idea but the coding and time that would have to go in would just not be really worth it as with that much new code the game could break very fast
2k francs is cakework
I WANT MORE OFFICER SWORD STUFF
You suggest like a king gg👍👍
Dev they will add this or not we're not sure about it
Are these based off of real dueling techniques?
Yes
Though, they’re style here as portrayed is wrong. They’re guards. And guards are for protecting against slashes. You constantly change between guards to deflect attacks or to bind. So anything can use anything. It isn’t specifically St George guard to be the best attack, it is more parry/guard than ever
@@Solsotto1 cool
For infantry:
Lance point, kinda doesn't work
Runners, really shouldn't be an issue. For all of, 8 seconds, the chances of you getting tackled mid bayonet charge is tiny.
The bayonet dmg nerf is massive though.
The shorten arms bayonet charge nerf was MASSIVE.
No grab immunity?
Horrid hit rate?
Presumed 55 dmg per hit?
However, you get a carbine bash. So there's that.
On stock guard... ehhhhh
Yippee, 40 damage. On a 10 second cooldown
I mean, the rifle gets a bash so I can't complain, but for carbine, it would be faster and safer to bash, melee swap, headshot.
The club though?
MMMMMMMMMMMM Good stuff.
This only really applies if the club stuns on the first hit, because very few things have over 80 hp, and the ones that do, you're gonna wanna grind em down fast with meelee.
Sapper should get some
Is this official?
I WISH IT WAS 😭 Truly a pity this is merely a concept video.
The concept looks good, but for a game where you just have to chop down hordes of zombies, these are, in my opinion, too unsuitable.
Yeah the first mistake was already giving the guards actual moves when in reality theyre just for parrying/blocking
I think Passato Sotto ability penetration is a bit too high, it should be balanced down to 4
Yeah it probably needs a bit more of a rework, but I imagine the debuff from hitting a zombie not currently moving wasn’t explained enough well from my part
Basically hitting just one zombie thats not moving will automatically do an unsuccessful passata sotto, and its debuffs following it. So I imagine thats already enough to nerf the stance as it disables the move from being any useful behind the most global example being sapper buildings
This also applies to everything you can possibly think of in a situation where a zombie doesn’t move. (Ex. After the attack of a zapper, a shambler grabbing someone, a runner mauling someone, a zombie spawning from the ground, a zombie that got shoved, a zombie that got stunned under a crucifix)
So, if ANY of the zombies you hit are slower then x studs a second, you face plant?
@ yeah
@@Solsotto1
D a n g