The ghoul system's purpose was not really for addressing client to server hitbox issues. It was meant to address server-side hitbox stuff. When a zombie goes to grab you, it will create a ghost of itself where the physics are simulated on your client, and then any hit checks for that grab will be compared to that ghost. It's intended to make shambler and runner attacks seem more fair and look consistent with your client's point of view. Though there's been a new lag compensation system for the shamblers in development since the release of v0.13.0 and I asked a bunch of G&B tryhards to give me feedback on it. I think the consensus was that it's still not perfect, as these things can unfortunately never be perfect because predicting the future is impossible, but overall better than the ghoul system.
Music can enhance a person's immersion. For example, in the finale of Vardøhus Fortress, players must wait for a ship to arrive after lighting the lighthouse. The song is a completely orchestral piece with very intense and aggressive violins, which makes sense because the players have no room, as they are forced to defend a long dock with the only saving grace being the two cannons that are on the mainland but tucked away. Even then, the people on the cannons are going to be stressed because they need to shoot down the bombers in time, as they will be the main pushing force. They must then get back to the dock and go through the zombies just to get on the ship. Luckily, the ship crew and survivors can attempt to cover their retreat, and when the ship is pulling in, the violins soften, signaling to the players that the ship is here. In Kaub, the music is a mashed-up version of Ode to Joy. Players fight their way to the top of Pfalzgrafenstein castle where Blucher and an officer of the prussian 1.garde zu fuß await. This is also where players respawn, as the surviving members of Bulcher's group are waiting. Bulcher, in the final stages of infection, says, "Nimm es jetzt," and hands the players a key. “Beende es” “Beende es für Preußen!" Diese Teufel sind im Keller eingesperrt. Sobald ihr das Schloss erobert, werden wir den Weg für die Rest der Armee sichern!” After a minute, he collapses, and the officer bends down, saying, "Herr Feldmarschall," just before Bulcher turns and rips his throat out. Players then descend a winding staircase to set up defenses before releasing the horde. In this finale, unlike others where players escape, they are actively eliminating the zombies. The loud and cheerful Ode to Joy fits this well, culminating in players raising the Prussian flag after defeating all the zombies.At the beginning of the Kaub map, players spawn in a church where an organ version of Ode to Joy plays. This eerie rendition contrasts sharply with the triumphant version heard later, reflecting the players' initial ignorance of the situation as they are in the German rear guard. The map Catacombs features the finale song "1812 Overture" and shows how music can also be used to signal events to the players. Once the players escape the catacombs, they meet with a somewhat heavily barricaded position, and Jean, a soldier of the 1e regiment d’infanterie, is responsible for organizing the evacuation of Parisians from the city. They had been forced to hunker down, but the arrival of our team allows for organizing a swift evacuation. He is Waving at the players, once they go to the bridge, he will say, “Parfait, nous avons l'ordre de faire nos bagages et de faire sortir les derniers Parisiens d'ici! Défendons le pont jusqu'à ce que nous sonnions les cloches. Une fois que nous avons terminé, nous pouvons vous couvrir jusqu'à ce qu'un de nos passeurs vienne vous chercher. Bonne chance!” Then the horde comes, and the players have access to cannons and a lot of sapper building space. As the song "1812 Overture" plays, it was made with real cannons and bells in it, so in-game, the cannons and noter dames , which signals that the boat is on the way. The next map is San Sebastian. This map's finale starts with a rocket firing, and Barry, who is the last of his regiment at the fort, as everyone else is dead, says, “Hello! I think I got the attention of that ship over there. I can lower this platform and get us down there. Hold tight until I can bring this platform back up.” The players then have to hold out for a bit until the song "Facing the Inevitable" starts to play. Barry says, “Get on the platform!” He starts to lower it, but then you hear screaming as Barry is attacked, along with the screaming and crying as he gets eaten alive and blown up, forcing one player to sacrifice to lower the platform. Once the platform is lowered, the players will end up surrounded as a waterfall of zombies pours out of the fort, and some zombies come from a nearby British camp. Now the players must hold. The song really fits the action as it swells when the players learn one must sacrifice, and then the violins pick up and never stop until the rowboat rows away, as players must put up a desperate defense with their backs to the waterline. The next map is Leipzig. This map follows a big coalition force as they need to escape the city. This is the shortest map in the game, and the finale happens once the players blow up the gate with the gunpowder cart, where they must prepare a defense and wait for a man to blow up another gate for their escape. Once the players set up their defense, they will ring the bell, signaling for their rescue and calling the horde. They must hold out for about three minutes before the finale push starts playing. The music signals the retreat as the players move to the still-locked gate. As the music hits its climax, Jacob, an engineer of the 2e regiment du génie, arrives and sadly blows himself up along with the gate. Now the players must run, as someone lit the bridge fuse too early. As the music calms down, the bridge blows up, and victory is achieved. The next map is Copenhagen, also known as Bomber Hell. In this map, the British are firebombing the once proud capital of Denmark, as the city is now under quarantine. Once the players fight through the city, they reach a boat and there are no zombies, which is odd. But once the players blow up the barricade and start sailing, the zombies swarm the boat, turning it into a desperate melee, as there is no time to reload a gun. Once the players pass under the bridge, which is a respawn point, they can see a ship in the distance, and the crew is singing "The Death of Nelson." Now the players engage in a cannon fight with the Royal Brig Sloop. Eventually, you will hit the ship's magazine, causing it to sink and one of the sailors to drown. You then clear the last of the zombies. The song that plays here is a Mozart piece, which, unlike a lot of the other songs, starts out loud but is actually quite joyous. It starts to play when the players board the boat and really complements the sounds of sword slashing and screaming. It gives a sense of hope, but unlike Kaub, there is dread, especially once you get to the ship boss fight and the fact that the songs get quieter at some sections and louder at others. Unlike a lot of other finales, you are locked to a very small ship and can’t retreat or gain any ground, nor can you set up defenses on the ship to block the zombies. Now there are a few miscellaneous songs I want to talk about. There is a mechanic in both Vardøhus Fortress and Berezina called freezing, where if you are in the cold too long, you start to take damage. Now there is a track that goes along with it; it starts out quiet as you are barely cold, but as you get colder, the music gets louder, adding to the sense of dread. Especially on Berezina, I feel that where the mechanic shines. The map works with players tasked with building a bridge, and every so often, a horde spawns, forcing the players inside. Now, there is freezing water, which makes you cold quicker, and you are forced to go into the water to build the bridge, so you are going to need to dip inside to warm up. But as the bridge gets longer, the time to get back gets longer, and you still need to fight the zombies to get there, who could really slow you down, leading to panic. There are also a bunch of hidden details that add to the lore. These can mostly be found in notes and newspapers. A note from Erdhard Dentlinger, a soldier of the 5th Preysing, is located under a helmet. It details the events leading to the final stand at Tyrolean village. At the end of the note, he says, “I’ve come a long way and I’ve fought this evil since Russia. I know they don’t abide by the senses. They’ll trudge their way through this town and find us regardless of our hiding. It’ll be a massacre. I write this note with the belief I’ll be dead by tomorrow. I don’t plan to desert; I’m tired of running. The others are still oblivious, believing they’ll pass through without a hitch. I will defend this village with my life, and surely we’ll all fall. When we do, I hope we’ll break even and make a greater dent to their numbers.” In the map Catacombs, there are various messages left on the walls by Parisians during the arrival of the zombies, such as Zechariah 14:12, which reads as follows:And this shall be the plague wherewith the Lord will smite all the people that have fought against Jerusalem: Their flesh shall consume away while they stand upon their feet, and their eyes shall consume away in their holes, and their tongue shall consume away in their mouth." Also at the start of the map you will see bloody graffiti “im infected,i lit up as much of the catacombs as i could i hold the keys to the Empire of the dead KILL ME”. this is also a hint to what the players have to do kill the shambler with the key to the locked gate the map hougoumont has REPENT THE END IS VARY NEAR on one of it walls as well on la ferme d’En-haut there is a log book that reads “three bags of flour, forty bottles of juice” “five died yesterday down to twenty men” give twenty men two bottles each. A bag of five bread loaves. School project need feed back on it
I honestly see the Nock gun as a portable Canister cannon gun due to its high damage and good penetration. And as a high risk, high reward weapon. It rewards you by being patient and eliminate potentially dangerous zombies like zappers with its high damage. When you want a hole in a horde, the Nock gun does the job perfectly akin to the Cannon.
Oooh, I like the rifle idea! I didn't think there was a way to make it work without giving it some wacky arcade shooter thing like Graze, but that idea sounds wonderful! Maybe to justify the stun, other zombies could come to eat the zombie you headshot, with the justification that you blew his head off SO much that they can't identify it as a zombie anymore, or something. Very agree with your justification for why it should do something like that!
I really like how you made multiple tier lists and ranked them dependant on class. Lotta people will either only cover one scenraio, or have a 5 part series, or just comepletely ignore an innate ability of the wielder rather then the item.
I would drop the spade to B, specifically because it depends on the other sappers on your team to not be using the spade as well. As well as having a competent team to defend your buildings since this cripples your damage output.
I usually prefer the nock gun over the blunderbuss due to the consistency in damage, often times I have a whole horde still standing even when I shoot them point blank with the blunderbuss. And the spade is pretty useful if you’re the only sapper in the team, if you wanna make up for the lack of buildings with bulkier defenses. I usually find myself having another sapper on the team disconnect from the server and taking all of his buildings with him, and most of your team even the support classes are still just as effective in protecting your barricades from zombies as you are with the axe or pickaxe anyway.
I like using the musket and normal saber because its personally the best loadout, high dps melee and gun along with a great charge ability, along with the grenades, you turn into a horde killing unit
@@GilbertTheGilbertGuy i agree, but carbine and heavy saber is more like a run and gun load out meanwhile the musket is more like a front line and back line tool, useful for sniping bombers and igniters while being able to use a strong melee, plus it's charge abiltity
Quality video being released on your birthday. Hell yeah. Anyway, I do like the PD2 inspired ability you got going for the rifle and possibly the nock gun. The stun sounds very useful with saving teammates that are seconds away from being overwhelmed by hordes. On another note, I do hope you make some kind of alternate tier list discussing the more supportive classes, since it’d be nice to see your thoughts on how well they help the team overall.
i personally play as a frontline sapper with armor and axe the reason is to use caltops to work as a barricade by shove hit spamming incase it is needed. a hidden upside is that barrel explosions can sometimes be bodyblocked by standing infront of somone, though its not consistant it is possible to save somone that way if they are stunlocked. using armor as sapper is also much more viable when they turned up the francs gain.
I think that your rifle buff is very interesting and I have an idea for it. Rifle updated description: By shooting a high velocity rounds, rifle's shot rounds create a deafening whistling sound while traveling, making infected cower in fear. Effect: Instead of shooting 1 hitbox, rifle will shoot 2, one to check for the hits and the one to check for zombies around in a cone radius of 3 - 4 studs, those who hit in second hit check hitbox will play a unique "fear" Animation as if their past life instincts would kick in. The effect would last 2.3 seconds. Fear effect: Past life instincts still linger on infected turned by blight, making some triggers activate their deep fears from the battlefield. Fear animations: Shamblers: Being backline infantry with guns, those will cover their heads and crouch down momentarily while twitching as their past life insticts kick in, trying to take cover behind stuff that is not there... Runners: being chargers and front line infantry, upon hearing a whistling of the bullets those will leap forwards and cover their head momentarily, trying to avoid the bullets, however with faster insticts those will recover from the effect by 0.6 seconds faster. Sappers: priest stun effect animation, nothing bad with it, plus reusing assets. Igniters: being far too damaged by the flames, those infected cannot hear anymore... Thus unable to be affected by fear from whistling bullets. Gunpowders: Being far too gone infected with blight, their self preservation insticts no longer work properly, causing them to ignore the whistle of the bullets.
@@asriel4046 this is decent writing but my idea was less of a fear mechanic and more of a “the velocity of the bullet travels so fast that it’s enough to cause zombies to stop in their tracks for a little bit”
@realhaterofbacon Well that basically what "fear" Is, a brief stun with unique animation to indicate that they won't be stunned for as long, giving other players a notification that it's only brief window and it's better not to charge in without support. Edit: Plus it can be made with its own cooldown so that the individual zombies can experience this effect only once in ____ amount of time, so that they wouldn't get stun locked by multiple people with rifles.
@@DuckOfWellington Quite the opposite, long barrel muskets, aka "rifles" Were used by hard trained snipers whom would pick their targets stratigcly from a distance, going as far as shooting officers.
I had thought that i woudnt need to comment on every video of yours until you make a canister, roundshot and grapeshot, but it seems i have to return, next video i will return (unless its THE video)
I think something that the armor needs to make it worthwile is to make it it more resistant to runners as you can die in seconds to one in hardcore, making it more viable for more experienced player and still balanced as ur sacrificing mobility and making dodging runners harder to make the grab less lethal.
My idea for the nock gun was to lower the reload speed by making it reload 2 pellets at a time (since thats what most people did during the time period where the nock gun was used)
Totally good Idea for Nock gun it’s heavy as shit irl so it should be able to be used as melee -same attack speed as pickaxe -0 damage -hitting a zombie will play the half-life crowbar sound, and will cause the zombie to fall on the floor, unconscious, for 42.7 seconds before it gets back up
@@YuiYui-g3r nah i mean the REASON why nock gun stock is so heavy is because they were made like that to withstand the recoil the nockgun shove/melee should deal 40 damage with the swing speed of handaxe but a little bit slower
crucifix and medical supplies jump to S tier medical supplies doesnt need a explanation while crucifix is probably one of the strongest crowd control tool
I would like to pay a visit after hearing the Nock gun slander- But in all seriousness, I do agree with a good amount of the list, although I feel the overall point of G&B is that the weapon play style is more up to the individual player, I mean I usually play with the slower, heavy damage dealing weapons because I prefer picking off key targets reliably.(minus rifle, that weapon can go back with blucher in hell)while most others find those types of weapons in G&B overkill. Overall, I find this video still rather accurate with a general basis of stats with a hint of your opinion(it’s nice to know other player’s preferred play styles)
I would actually put the T/K ranking of the Horse Artillery pistol at A tier due to you being able to reload cancel (canceling the ramrod return animation), making your reload 5.5s instead (you need to have 1 barrel already loaded).
In my personal opinion, the carbine + heavy sabre combo is just an improved musket, since the carbine can shove and has a reduced reload time its perfect if you mostly rely on your sabre to kill zombies and only use it on igniters and bombers
4:26 I actually really disagree with this point about the HAP. I don't really feel like typing my whole spiel about the thing, but i would say it is **objectively** the best bomb/igniter shooting gun, in the game. (particularly on endless) 8:16 Ghoul system made handaxe better generally, but easier to get slapped. The issue with the handaxe is sadly, that it still just.. sucks at killing runners. I'm not sure why that is, but it's a shame because the thing is really damn fun. 10:35 I disagree with most people's opinions on the HS: While it has great damage, range, etc, it has a more finnicky hitbox (while longer, it has weird blindspots). It's up to preference whether you think it's better than runners, and if you need the DPS, its better than the sabre. But the sabre's ergonomics, extremely precise and easy hitbox, actually consistent headshots (sure, you can jump or be in first person with HS, but both of those have restrictions. Side swing on sabre is just so underrated.) makes it better to me a solid 75% of the time. 11:38 the DBP is good most of the time but god its reload doesn't compliment it well and it has a truly horrid spread. Brass is decent. 15:40 Only on most of regular objective. 2.6 * 52 = ~130 (only slightly more than bayonet) On endless if you try to do this, youll get bitchslapped. Horrible weapon. The rifle of melees. (it looks cool tho) 16:50 I would argue that the pickaxe is actually a BETTER choice when shamblers have low HP, like regular objective. As i recall, the damage falloff is currently 100/60/60/42/28, or something nearish that. With the 8x headshot modifier, it melts everything. Of course, axe is more consistent, a safer choice... but pickaxe is really fun.
yea i can agree HAP is probably the most reliable when it comes to dealing with multiple bombers and igniters, im also considering the uptime as to how often you’ll get to reload and fire both barrels honestly picking between the carbine and the HAP when it comes to bombers & igniters usually favors the HAP, i still like the carbine’s shove for that extra self defense security and slightly faster reload even if the HAP’s reload isn’t that long i actually kind of disagree with the hand axe being easier with the ghoul system, though it’s probably because i’m just so used to the v0.10/v0.11 zombies having a higher chance to get slapped using the axe for higher damage doesn’t really sound like an appealing tradeoff even if shamblers don’t deal that much damage for the pickaxe, even though the penetration of the weapon got buffed, you still have to get zombies to stand really close together for the headshot multiplier to really matter, and the pickaxe’s swing has a steeper decline than the axe making it difficult to have all 5 hits receive the bonus in the first place no shade, at least you’re one of the few people to flesh out your opinions
@@realhaterofbacon they should really buff the PICKAXE'S range par with the axe since like you said, the pickaxe already have the declining swing motion which made it very hard to hit a headshot, they should make it longer to hit up to 5 STUDS since 4 studs is a bit dangerous when it comes to countering runners even though it's faster to swing, runners can really get you with it's ass range but overall axe is a safer and better choice to use with it's shove-attack-repair method and it has a way more safer range than the pickaxe
12:39 to get maximum efficiency aim at head level and a cluster of zombie in the right condition you can gain up to 30 or 40% charge or even more if the shot save a pin/grabbed teammate
I love carbine cuz its reload speed is amazing with decent accuracy for a bomber hater like me and the boarding axe feels kinda bad for its price, sure its have a high single damage hit and slightly better range than hand axe but the price is just too much for what it can do compared to the hand axe
Fellow mobile player here and im here to warn any players on mobile some weapons that may be a hindrance to your gameplay based on my experience. This could possibly affect the list itself due to the play style of mobile being altered in certain scenarios. This will be organized to be easier to read on which weapons u like or dislike. This is all my opinion on the weapons so if u have yours leave it down below ill be happy to read your thoughts! Musket: This weapon... Is average. The bayonet while amazing and pretty easy to learn on pc is a heck of a lot harder to learn on mobile where movement just feels a little finicky. Lag also heavily affects it so keep this in mind. The best reason to even use this weapon on mobile is the occasional charge other than that blunderbuss is just better musket and there are guns that outclass it in the mobile department. Double barrel weapons and the Nock gun: These weapons do not have a continue reload option on mobile as the time of making this comment. In some aspects this can affect gameplay effectively lowering your reload checkpoints. Tips for both parties with the Heavy Sabre: the reason the side slashes are not important for this weapon is because of flicking. When you swin the heavy sabre its hit box will extend longer than most melee weapons. By rotating your screen quickly, you can hit multiple zombies horizontally. Small note for Heavy Sabre and Sabre for Mobile users: dont try to learn the jump trick. Its too inconsistent. For the heavy sabre just use the overhead to hit heads and for the normal one. Position side swings near the zombies head since both aim for the head before going down. Pike: this weapon is heavily not recommended for mobile due to its similarities towards the bayonet with more movement penalty. Also to mention this weapon is much harder to master there than on pc. Rifle: THIS MAN EXPLAINED TO YOU WATCH THE DARN VIDEO!!! Now onto my opinion on the weapons i think are amazing and I think... You should use on mobile. Carbine: For mobile this is one of the easiest weapons to use and doesn't require much of a learning curve for anything. Its simplicity and mobility makes it extremely user friendly for all parties ESPECIALLY on mobile. Navy pistols: Lil man right here is just as effective as the carbine with more pellets added to the mix to make it better! For mobile this gun is easy to aim for priority targets and can be an all rounder for nearly any zombie. Just the perfect weapon for mobile users! Blunderbuss: the backline weapon... Is also great on mobile! Again extremely easy to aim, nearly the same reload time as the musket, destroys crowds with its large spread what more could u want!? Pistol: easy, effective and useful for priority targets like bombers and igniters. Just dont be like a sniper with it. Brass pistol: average on bombers but can help build up charge if u prioritize zappers and large crowds. The lower pellet count can make it worse than the db with its inaccuracy but this isnt too often. Great to use if you are on low health and need to build charge safely. Axe: crowd control is all u need in this game and this weapon excells at that for all parties. Pickaxe: very good on harder maps and hardcore. Ideally good with armor due to its more aggressive play style. Its a little harder to utilize on mobile but on harder maps... This weapon is your best friend. Spade: i love this weapon but its better utilized when u have a team of sappers with better weapons and u being the only one with the spade. This synergy can really make the game a lot easier. The double barrel weapons: while they are limited with reload checkpoints. They are still solid weapons for crowd control and prioritizing bombers and Igniters. These weapons may not be the best in my eyes but shooting a second barrel and connecting with both is so satisfying.
im not trying to be one of those nock gun fanboys but i see zombies line up all the time, its amazing on endless since so many zombies spawn that the blunderbuss cant deal with them all, and either way, guns arent your primary weapon. Thats melee
Actually I was about to make a suggestion for rifle buff: if you equip rifle you have ability to Crouch (only if you hold the rifle in your hand!) , it will decrease the reload time to 11.2 second. Also can someone help me fix a problem smt on my Roblox, the problem is that I can't see glow or highlights things like for example: when there is bearly zombies in endless it tells you where are they by highlight/glowing them but My perspective is I can't Even see the glow/highlights so pls SOMEONE HELP ME FIX THIS!!!!!! I don't think there is any help to fix this😭
Pro nock gunner here and im mad seeing how low you rated it on hardcore endless Hardcore endless usually has packed up huge amounts of zombies where navy or blunderbuss cant exterminate the whole thing and STOP PROMOTING THE 2 PELLET STRAT! use that 4 digit damage to your advantage the 2 pellet strat is an emergency strat incase if you need to reload quickly but your using the nock gun what do u expect And you’ve promoted quite a solo strat and i see solo as a death wish no matter your class teamwork is needed and if im alone on endless i just give up Most people cant get the nock gun due to the horrible currency system not even sparing a singular franc for losers
Heavy Sabre is not fun to play in third person. I agree that the stats are very good especially with the current system but enjoying it can be hard if you do not like first person that much.
Yeah that new rifle suggestion is not it… I’d much prefer a faster reload speed. also I’m glad you fixed ur pickaxe placement from the stream, that C placement was horrendous.
@@seva7500 the rifle is just boring to me buffing the reload is a boring answer that still wouldn’t make it fairly usable as a worthwhile sidegrade in my opinion, so that’s how i came up with the suggestion
@@realhaterofbacon even with the suggestion it would require more skill for a lesser result. The nock gun can reload 3 bullets in 14 seconds. Rifle already has multiple gimmicks and even then it isn’t enough to warrant using it. The reload is the best solution to keep it simple
17:26 Sapper Pickaxe ratings should be as follows:
Obj. N: C Tier
Obj. H: A Tier
End. N: A Tier
End. H: A Tier
T/K: A Tier
What does H and N mean?
@@YuiYui-g3r Hardcore = H Normal = N
@ thanks
What does tk mean?
You sound like some one i knew back then
The ghoul system's purpose was not really for addressing client to server hitbox issues. It was meant to address server-side hitbox stuff. When a zombie goes to grab you, it will create a ghost of itself where the physics are simulated on your client, and then any hit checks for that grab will be compared to that ghost. It's intended to make shambler and runner attacks seem more fair and look consistent with your client's point of view. Though there's been a new lag compensation system for the shamblers in development since the release of v0.13.0 and I asked a bunch of G&B tryhards to give me feedback on it. I think the consensus was that it's still not perfect, as these things can unfortunately never be perfect because predicting the future is impossible, but overall better than the ghoul system.
Petah, the dev is here
Can you add Dancing back in? I don't want to just Awkwardly Fife at the bomber I'm Taunting
@@frank-2martialoffrankoslav151it’s good to know the g&b player base has their priorities straight. 🫡
The goat himself.
I cant wait to see what you guys are going to do/add in future updates 💪
Now explain why being surgeon is so busted for easy franc grinding?
Music can enhance a person's immersion. For example, in the finale of Vardøhus Fortress, players must wait for a ship to arrive after lighting the lighthouse. The song is a completely orchestral piece with very intense and aggressive violins, which makes sense because the players have no room, as they are forced to defend a long dock with the only saving grace being the two cannons that are on the mainland but tucked away. Even then, the people on the cannons are going to be stressed because they need to shoot down the bombers in time, as they will be the main pushing force. They must then get back to the dock and go through the zombies just to get on the ship. Luckily, the ship crew and survivors can attempt to cover their retreat, and when the ship is pulling in, the violins soften, signaling to the players that the ship is here.
In Kaub, the music is a mashed-up version of Ode to Joy. Players fight their way to the top of Pfalzgrafenstein castle where Blucher and an officer of the prussian 1.garde zu fuß await. This is also where players respawn, as the surviving members of Bulcher's group are waiting. Bulcher, in the final stages of infection, says, "Nimm es jetzt," and hands the players a key.
“Beende es” “Beende es für Preußen!" Diese Teufel sind im Keller eingesperrt. Sobald ihr das Schloss erobert, werden wir den Weg für die Rest der Armee sichern!” After a minute, he collapses, and the officer bends down, saying, "Herr Feldmarschall," just before Bulcher turns and rips his throat out. Players then descend a winding staircase to set up defenses before releasing the horde. In this finale, unlike others where players escape, they are actively eliminating the zombies. The loud and cheerful Ode to Joy fits this well, culminating in players raising the Prussian flag after defeating all the zombies.At the beginning of the Kaub map, players spawn in a church where an organ version of Ode to Joy plays. This eerie rendition contrasts sharply with the triumphant version heard later, reflecting the players' initial ignorance of the situation as they are in the German rear guard.
The map Catacombs features the finale song "1812 Overture" and shows how music can also be used to signal events to the players. Once the players escape the catacombs, they meet with a somewhat heavily barricaded position, and Jean, a soldier of the 1e regiment d’infanterie, is responsible for organizing the evacuation of Parisians from the city. They had been forced to hunker down, but the arrival of our team allows for organizing a swift evacuation. He is Waving at the players, once they go to the bridge, he will say, “Parfait, nous avons l'ordre de faire nos bagages et de faire sortir les derniers Parisiens d'ici! Défendons le pont jusqu'à ce que nous sonnions les cloches. Une fois que nous avons terminé, nous pouvons vous couvrir jusqu'à ce qu'un de nos passeurs vienne vous chercher. Bonne chance!” Then the horde comes, and the players have access to cannons and a lot of sapper building space. As the song "1812 Overture" plays, it was made with real cannons and bells in it, so in-game, the cannons and noter dames , which signals that the boat is on the way.
The next map is San Sebastian. This map's finale starts with a rocket firing, and Barry, who is the last of his regiment at the fort, as everyone else is dead, says, “Hello! I think I got the attention of that ship over there. I can lower this platform and get us down there. Hold tight until I can bring this platform back up.” The players then have to hold out for a bit until the song "Facing the Inevitable" starts to play. Barry says, “Get on the platform!” He starts to lower it, but then you hear screaming as Barry is attacked, along with the screaming and crying as he gets eaten alive and blown up, forcing one player to sacrifice to lower the platform. Once the platform is lowered, the players will end up surrounded as a waterfall of zombies pours out of the fort, and some zombies come from a nearby British camp. Now the players must hold. The song really fits the action as it swells when the players learn one must sacrifice, and then the violins pick up and never stop until the rowboat rows away, as players must put up a desperate defense with their backs to the waterline.
The next map is Leipzig. This map follows a big coalition force as they need to escape the city. This is the shortest map in the game, and the finale happens once the players blow up the gate with the gunpowder cart, where they must prepare a defense and wait for a man to blow up another gate for their escape. Once the players set up their defense, they will ring the bell, signaling for their rescue and calling the horde. They must hold out for about three minutes before the finale push starts playing. The music signals the retreat as the players move to the still-locked gate. As the music hits its climax, Jacob, an engineer of the 2e regiment du génie, arrives and sadly blows himself up along with the gate. Now the players must run, as someone lit the bridge fuse too early. As the music calms down, the bridge blows up, and victory is achieved.
The next map is Copenhagen, also known as Bomber Hell. In this map, the British are firebombing the once proud capital of Denmark, as the city is now under quarantine. Once the players fight through the city, they reach a boat and there are no zombies, which is odd. But once the players blow up the barricade and start sailing, the zombies swarm the boat, turning it into a desperate melee, as there is no time to reload a gun. Once the players pass under the bridge, which is a respawn point, they can see a ship in the distance, and the crew is singing "The Death of Nelson." Now the players engage in a cannon fight with the Royal Brig Sloop. Eventually, you will hit the ship's magazine, causing it to sink and one of the sailors to drown. You then clear the last of the zombies. The song that plays here is a Mozart piece, which, unlike a lot of the other songs, starts out loud but is actually quite joyous. It starts to play when the players board the boat and really complements the sounds of sword slashing and screaming. It gives a sense of hope, but unlike Kaub, there is dread, especially once you get to the ship boss fight and the fact that the songs get quieter at some sections and louder at others. Unlike a lot of other finales, you are locked to a very small ship and can’t retreat or gain any ground, nor can you set up defenses on the ship to block the zombies.
Now there are a few miscellaneous songs I want to talk about. There is a mechanic in both Vardøhus Fortress and Berezina called freezing, where if you are in the cold too long, you start to take damage. Now there is a track that goes along with it; it starts out quiet as you are barely cold, but as you get colder, the music gets louder, adding to the sense of dread. Especially on Berezina, I feel that where the mechanic shines. The map works with players tasked with building a bridge, and every so often, a horde spawns, forcing the players inside. Now, there is freezing water, which makes you cold quicker, and you are forced to go into the water to build the bridge, so you are going to need to dip inside to warm up. But as the bridge gets longer, the time to get back gets longer, and you still need to fight the zombies to get there, who could really slow you down, leading to panic.
There are also a bunch of hidden details that add to the lore. These can mostly be found in notes and newspapers. A note from Erdhard Dentlinger, a soldier of the 5th Preysing, is located under a helmet. It details the events leading to the final stand at Tyrolean village. At the end of the note, he says, “I’ve come a long way and I’ve fought this evil since Russia. I know they don’t abide by the senses. They’ll trudge their way through this town and find us regardless of our hiding. It’ll be a massacre. I write this note with the belief I’ll be dead by tomorrow. I don’t plan to desert; I’m tired of running. The others are still oblivious, believing they’ll pass through without a hitch. I will defend this village with my life, and surely we’ll all fall. When we do, I hope we’ll break even and make a greater dent to their numbers.” In the map Catacombs, there are various messages left on the walls by Parisians during the arrival of the zombies, such as Zechariah 14:12, which reads as follows:And this shall be the plague wherewith the Lord will smite all the people that have fought against Jerusalem: Their flesh shall consume away while they stand upon their feet, and their eyes shall consume away in their holes, and their tongue shall consume away in their mouth."
Also at the start of the map you will see bloody graffiti “im infected,i lit up as much of the catacombs as i could i hold the keys to the Empire of the dead KILL ME”. this is also a hint to what the players have to do kill the shambler with the key to the locked gate the map hougoumont has REPENT THE END IS VARY NEAR on one of it walls as well on la ferme d’En-haut there is a log book that reads “three bags of flour, forty bottles of juice” “five died yesterday down to twenty men” give twenty men two bottles each. A bag of five bread loaves.
School project need feed back on it
Works perfectly fine
The song on vardohaus is vivaldi winter btw
@kaeroubewd thanks
By the way, the song in copinghagen is allegro con brio, Mozart 25th symphony
@@standardrobloxian7212 It's just Mozart's 25th Symphony because allegro con brio is just for people reading the sheet music to know how to play it.
as of the release of this video, it is my birthday
happy birthday
Happy birthday, are u asian?
huppay burpday
happy birthday pig boy
hum hum HAPPY BIRTHDAY TO U HAPPY BIRTHDAY TO U HAPPY TO U REALHATEROFBACON HAPPY BIRTHDAY TO UUUUUU
I honestly see the Nock gun as a portable Canister cannon gun due to its high damage and good penetration. And as a high risk, high reward weapon. It rewards you by being patient and eliminate potentially dangerous zombies like zappers with its high damage. When you want a hole in a horde, the Nock gun does the job perfectly akin to the Cannon.
it have a much more focus spread so more like round or grapeshot
Oooh, I like the rifle idea! I didn't think there was a way to make it work without giving it some wacky arcade shooter thing like Graze, but that idea sounds wonderful! Maybe to justify the stun, other zombies could come to eat the zombie you headshot, with the justification that you blew his head off SO much that they can't identify it as a zombie anymore, or something. Very agree with your justification for why it should do something like that!
damn bro. for the amount of effort u put in these vids, u are underrated af.
I really like how you made multiple tier lists and ranked them dependant on class.
Lotta people will either only cover one scenraio, or have a 5 part series, or just comepletely ignore an innate ability of the wielder rather then the item.
I would drop the spade to B, specifically because it depends on the other sappers on your team to not be using the spade as well. As well as having a competent team to defend your buildings since this cripples your damage output.
I usually prefer the nock gun over the blunderbuss due to the consistency in damage, often times I have a whole horde still standing even when I shoot them point blank with the blunderbuss.
And the spade is pretty useful if you’re the only sapper in the team, if you wanna make up for the lack of buildings with bulkier defenses. I usually find myself having another sapper on the team disconnect from the server and taking all of his buildings with him, and most of your team even the support classes are still just as effective in protecting your barricades from zombies as you are with the axe or pickaxe anyway.
Infantry is generalist, Sapper is the defender, Seaman is crowd control and Officer is there as a last resort
I like using the musket and normal saber because its personally the best loadout, high dps melee and gun along with a great charge ability, along with the grenades, you turn into a horde killing unit
Heavy saber carbine>>
you cant go wrong with the old fashioned
@@GilbertTheGilbertGuy i agree, but carbine and heavy saber is more like a run and gun load out meanwhile the musket is more like a front line and back line tool, useful for sniping bombers and igniters while being able to use a strong melee, plus it's charge abiltity
Quality video being released on your birthday. Hell yeah.
Anyway, I do like the PD2 inspired ability you got going for the rifle and possibly the nock gun. The stun sounds very useful with saving teammates that are seconds away from being overwhelmed by hordes.
On another note, I do hope you make some kind of alternate tier list discussing the more supportive classes, since it’d be nice to see your thoughts on how well they help the team overall.
HAPPY BIRTHDAY 🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉
The weapons can be really difficult to choose which ones to buy/use so this sort of helps with deciding easier.
i personally play as a frontline sapper with armor and axe the reason is to use caltops to work as a barricade by shove hit spamming incase it is needed.
a hidden upside is that barrel explosions can sometimes be bodyblocked by standing infront of somone, though its not consistant it is possible to save somone that way if they are stunlocked.
using armor as sapper is also much more viable when they turned up the francs gain.
I watched this live this is the tier list of all time
0:54 you disrecpect me and you disrecpect everbody else
disrecpect
I think that your rifle buff is very interesting and I have an idea for it.
Rifle updated description:
By shooting a high velocity rounds, rifle's shot rounds create a deafening whistling sound while traveling, making infected cower in fear.
Effect: Instead of shooting 1 hitbox, rifle will shoot 2, one to check for the hits and the one to check for zombies around in a cone radius of 3 - 4 studs, those who hit in second hit check hitbox will play a unique "fear" Animation as if their past life instincts would kick in. The effect would last 2.3 seconds.
Fear effect: Past life instincts still linger on infected turned by blight, making some triggers activate their deep fears from the battlefield.
Fear animations:
Shamblers: Being backline infantry with guns, those will cover their heads and crouch down momentarily while twitching as their past life insticts kick in, trying to take cover behind stuff that is not there...
Runners: being chargers and front line infantry, upon hearing a whistling of the bullets those will leap forwards and cover their head momentarily, trying to avoid the bullets, however with faster insticts those will recover from the effect by 0.6 seconds faster.
Sappers: priest stun effect animation, nothing bad with it, plus reusing assets.
Igniters: being far too damaged by the flames, those infected cannot hear anymore... Thus unable to be affected by fear from whistling bullets.
Gunpowders: Being far too gone infected with blight, their self preservation insticts no longer work properly, causing them to ignore the whistle of the bullets.
@@asriel4046 this is decent writing but my idea was less of a fear mechanic and more of a “the velocity of the bullet travels so fast that it’s enough to cause zombies to stop in their tracks for a little bit”
@realhaterofbacon Well that basically what "fear" Is, a brief stun with unique animation to indicate that they won't be stunned for as long, giving other players a notification that it's only brief window and it's better not to charge in without support.
Edit: Plus it can be made with its own cooldown so that the individual zombies can experience this effect only once in ____ amount of time, so that they wouldn't get stun locked by multiple people with rifles.
Instead of being scared the shambles should laugh at you for using rifle. It would make more lore sense or something
@@DuckOfWellington Quite the opposite, long barrel muskets, aka "rifles" Were used by hard trained snipers whom would pick their targets stratigcly from a distance, going as far as shooting officers.
Happy birthday.
I had thought that i woudnt need to comment on every video of yours until you make a canister, roundshot and grapeshot, but it seems i have to return, next video i will return (unless its THE video)
ngl i think its a good tierlist
12:54 zesty seaman
horse pistol
@@2fore2splace50 pistol for killing horses and horses specifically
why tf is the guts and blackpowder guy here
wait whaaaaaaat
oh huh so for some reason I am watching some other video but I have the comments of an guts and blackpowder video for some reason
For dog food?
Happy birthday bro
I think something that the armor needs to make it worthwile is to make it it more resistant to runners as you can die in seconds to one in hardcore, making it more viable for more experienced player and still balanced as ur sacrificing mobility and making dodging runners harder to make the grab less lethal.
My idea for the nock gun was to lower the reload speed by making it reload 2 pellets at a time (since thats what most people did during the time period where the nock gun was used)
Totally good Idea for Nock gun
it’s heavy as shit irl so it should be able to be used as melee
-same attack speed as pickaxe
-0 damage
-hitting a zombie will play the half-life crowbar sound, and will cause the zombie to fall on the floor, unconscious, for 42.7 seconds before it gets back up
Great idea I will definitely use it on zapper and shove the bomber barrel off with that
That means you could stun a entire horde and have time to kill them, not exactly balanced but alr
that always my idea
the nock gun stock is extremely heavy to withstand the recoil
@@engineergaming8272 you mean that you get knock back by the gun blast and if you got knock and hit a zombie the zombie will get damaged or stun?
@@YuiYui-g3r nah i mean the REASON why nock gun stock is so heavy is because they were made like that to withstand the recoil
the nockgun shove/melee should deal 40 damage with the swing speed of handaxe but a little bit slower
You should do a tierlist for classes, or one for the supportive items of the game (utilities, surgeon's kits, buff ging items, crucifix, blessing...)
crucifix and medical supplies jump to S tier
medical supplies doesnt need a explanation while crucifix is probably one of the strongest crowd control tool
I would like to pay a visit after hearing the Nock gun slander-
But in all seriousness, I do agree with a good amount of the list, although I feel the overall point of G&B is that the weapon play style is more up to the individual player, I mean I usually play with the slower, heavy damage dealing weapons because I prefer picking off key targets reliably.(minus rifle, that weapon can go back with blucher in hell)while most others find those types of weapons in G&B overkill.
Overall, I find this video still rather accurate with a general basis of stats with a hint of your opinion(it’s nice to know other player’s preferred play styles)
I would actually put the T/K ranking of the Horse Artillery pistol at A tier due to you being able to reload cancel (canceling the ramrod return animation), making your reload 5.5s instead (you need to have 1 barrel already loaded).
In my personal opinion, the carbine + heavy sabre combo is just an improved musket, since the carbine can shove and has a reduced reload time its perfect if you mostly rely on your sabre to kill zombies and only use it on igniters and bombers
I thank thee for this pork chop man
HAPPY BIRTHDAY WORRIED PIG!!🥳🥳
Finally a good one!!
Happy birthday
12:59 YOO AYOOOOOOOOOO YOOOOOOOOOOOOOOO
4:26 I actually really disagree with this point about the HAP. I don't really feel like typing my whole spiel about the thing, but i would say it is **objectively** the best bomb/igniter shooting gun, in the game. (particularly on endless)
8:16 Ghoul system made handaxe better generally, but easier to get slapped. The issue with the handaxe is sadly, that it still just.. sucks at killing runners. I'm not sure why that is, but it's a shame because the thing is really damn fun.
10:35 I disagree with most people's opinions on the HS: While it has great damage, range, etc, it has a more finnicky hitbox (while longer, it has weird blindspots). It's up to preference whether you think it's better than runners, and if you need the DPS, its better than the sabre. But the sabre's ergonomics, extremely precise and easy hitbox, actually consistent headshots (sure, you can jump or be in first person with HS, but both of those have restrictions. Side swing on sabre is just so underrated.) makes it better to me a solid 75% of the time.
11:38 the DBP is good most of the time but god its reload doesn't compliment it well and it has a truly horrid spread. Brass is decent.
15:40 Only on most of regular objective. 2.6 * 52 = ~130 (only slightly more than bayonet) On endless if you try to do this, youll get bitchslapped. Horrible weapon. The rifle of melees. (it looks cool tho)
16:50 I would argue that the pickaxe is actually a BETTER choice when shamblers have low HP, like regular objective. As i recall, the damage falloff is currently 100/60/60/42/28, or something nearish that. With the 8x headshot modifier, it melts everything. Of course, axe is more consistent, a safer choice... but pickaxe is really fun.
yea i can agree HAP is probably the most reliable when it comes to dealing with multiple bombers and igniters, im also considering the uptime as to how often you’ll get to reload and fire both barrels
honestly picking between the carbine and the HAP when it comes to bombers & igniters usually favors the HAP, i still like the carbine’s shove for that extra self defense security and slightly faster reload even if the HAP’s reload isn’t that long
i actually kind of disagree with the hand axe being easier with the ghoul system, though it’s probably because i’m just so used to the v0.10/v0.11 zombies
having a higher chance to get slapped using the axe for higher damage doesn’t really sound like an appealing tradeoff even if shamblers don’t deal that much damage
for the pickaxe, even though the penetration of the weapon got buffed, you still have to get zombies to stand really close together for the headshot multiplier to really matter, and the pickaxe’s swing has a steeper decline than the axe making it difficult to have all 5 hits receive the bonus in the first place
no shade, at least you’re one of the few people to flesh out your opinions
@@realhaterofbacon they should really buff the PICKAXE'S range par with the axe since like you said, the pickaxe already have the declining swing motion which made it very hard to hit a headshot, they should make it longer to hit up to 5 STUDS since 4 studs is a bit dangerous when it comes to countering runners even though it's faster to swing, runners can really get you with it's ass range but overall axe is a safer and better choice to use with it's shove-attack-repair method and it has a way more safer range than the pickaxe
PEAK.
12:39 to get maximum efficiency aim at head level and a cluster of zombie
in the right condition you can gain up to 30 or 40% charge or even more if the shot save a pin/grabbed teammate
holy peak
I finally found what i want!!!
ok ok but hear me out....... nock gun on late endless waves.......
I say that carbine is S tier in kiting due to no walk speed reduction and shove you can pair with heavy Sabre especially when you shove runners
HE POSTED
Musket I think should be way higher it carried me for the sleepy hollow event, but I agree with the rest
I love carbine cuz its reload speed is amazing with decent accuracy for a bomber hater like me
and the boarding axe feels kinda bad for its price, sure its have a high single damage hit and slightly better range than hand axe but the price is just too much for what it can do compared to the hand axe
Fellow mobile player here and im here to warn any players on mobile some weapons that may be a hindrance to your gameplay based on my experience. This could possibly affect the list itself due to the play style of mobile being altered in certain scenarios. This will be organized to be easier to read on which weapons u like or dislike. This is all my opinion on the weapons so if u have yours leave it down below ill be happy to read your thoughts!
Musket: This weapon... Is average. The bayonet while amazing and pretty easy to learn on pc is a heck of a lot harder to learn on mobile where movement just feels a little finicky. Lag also heavily affects it so keep this in mind. The best reason to even use this weapon on mobile is the occasional charge other than that blunderbuss is just better musket and there are guns that outclass it in the mobile department.
Double barrel weapons and the Nock gun: These weapons do not have a continue reload option on mobile as the time of making this comment. In some aspects this can affect gameplay effectively lowering your reload checkpoints.
Tips for both parties with the Heavy Sabre: the reason the side slashes are not important for this weapon is because of flicking. When you swin the heavy sabre its hit box will extend longer than most melee weapons. By rotating your screen quickly, you can hit multiple zombies horizontally.
Small note for Heavy Sabre and Sabre for Mobile users: dont try to learn the jump trick. Its too inconsistent. For the heavy sabre just use the overhead to hit heads and for the normal one. Position side swings near the zombies head since both aim for the head before going down.
Pike: this weapon is heavily not recommended for mobile due to its similarities towards the bayonet with more movement penalty. Also to mention this weapon is much harder to master there than on pc.
Rifle: THIS MAN EXPLAINED TO YOU WATCH THE DARN VIDEO!!!
Now onto my opinion on the weapons i think are amazing and I think... You should use on mobile.
Carbine: For mobile this is one of the easiest weapons to use and doesn't require much of a learning curve for anything. Its simplicity and mobility makes it extremely user friendly for all parties ESPECIALLY on mobile.
Navy pistols: Lil man right here is just as effective as the carbine with more pellets added to the mix to make it better! For mobile this gun is easy to aim for priority targets and can be an all rounder for nearly any zombie. Just the perfect weapon for mobile users!
Blunderbuss: the backline weapon... Is also great on mobile! Again extremely easy to aim, nearly the same reload time as the musket, destroys crowds with its large spread what more could u want!?
Pistol: easy, effective and useful for priority targets like bombers and igniters. Just dont be like a sniper with it.
Brass pistol: average on bombers but can help build up charge if u prioritize zappers and large crowds. The lower pellet count can make it worse than the db with its inaccuracy but this isnt too often. Great to use if you are on low health and need to build charge safely.
Axe: crowd control is all u need in this game and this weapon excells at that for all parties.
Pickaxe: very good on harder maps and hardcore. Ideally good with armor due to its more aggressive play style. Its a little harder to utilize on mobile but on harder maps... This weapon is your best friend.
Spade: i love this weapon but its better utilized when u have a team of sappers with better weapons and u being the only one with the spade. This synergy can really make the game a lot easier.
The double barrel weapons: while they are limited with reload checkpoints. They are still solid weapons for crowd control and prioritizing bombers and Igniters. These weapons may not be the best in my eyes but shooting a second barrel and connecting with both is so satisfying.
great video!!
W tier list
The nock gun in reality was sometimes demoted to use as a large heavy club, maybe a secondary use could be that?
im not trying to be one of those nock gun fanboys but i see zombies line up all the time, its amazing on endless since so many zombies spawn that the blunderbuss cant deal with them all, and either way, guns arent your primary weapon. Thats melee
20:44 bro you have blunder and navy and sabre. they are 3 of my fav weapons but sabre is in my inventory le revenant so ye. But still cool vid
Actually I was about to make a suggestion for rifle buff:
if you equip rifle you have ability to Crouch (only if you hold the rifle in your hand!) , it will decrease the reload time to 11.2 second.
Also can someone help me fix a problem smt on my
Roblox, the problem is that I can't see glow or highlights things like for example: when there is bearly zombies in endless it tells you where are they by highlight/glowing them but My perspective is I can't Even see the glow/highlights so pls SOMEONE HELP ME FIX THIS!!!!!!
I don't think there is any help to fix this😭
Pro nock gunner here and im mad seeing how low you rated it on hardcore endless
Hardcore endless usually has packed up huge amounts of zombies where navy or blunderbuss cant exterminate the whole thing and STOP PROMOTING THE 2 PELLET STRAT! use that 4 digit damage to your advantage the 2 pellet strat is an emergency strat incase if you need to reload quickly but your using the nock gun what do u expect
And you’ve promoted quite a solo strat and i see solo as a death wish no matter your class teamwork is needed and if im alone on endless i just give up
Most people cant get the nock gun due to the horrible currency system not even sparing a singular franc for losers
I honestly loved the old franc system
@ yeah just oh your a seaman have a blunderbuss oh your a sapper have an axe
nock gun in tyrolean village is goated
If u always do reload cancel in it then yea its good on it
6:59 TF2 MvM Sniper Rifle Explosive headshot upgrade, but in 1812
engineer gaming
erm what the sigma
why are you actually better than 2fore2
🎉 nice vid have a great day
3:34 im aswd20840 guys!!!!
Heavy Sabre is not fun to play in third person. I agree that the stats are very good especially with the current system but enjoying it can be hard if you do not like first person that much.
its you..
can you do cannons???
lets go
Yeah that new rifle suggestion is not it… I’d much prefer a faster reload speed. also I’m glad you fixed ur pickaxe placement from the stream, that C placement was horrendous.
@@seva7500 the rifle is just boring to me
buffing the reload is a boring answer that still wouldn’t make it fairly usable as a worthwhile sidegrade in my opinion, so that’s how i came up with the suggestion
@@realhaterofbaconthe only good thing about the rifle is that it's really satisfying to reload but really annoying at the same time
@@realhaterofbacon even with the suggestion it would require more skill for a lesser result. The nock gun can reload 3 bullets in 14 seconds. Rifle already has multiple gimmicks and even then it isn’t enough to warrant using it. The reload is the best solution to keep it simple
Nock gun is good on hardcore man.
Cannon how to when?
WDYM NOCK GUN IS OP ME AND A GROUP OF 4 OTHER PEOPLE GOT TO WAVE 42 WITH IT I GOT LIKE 1500+ KILLS WITH IT ON HOUGMONT
I don't like the heavy saber, ask questions
where bros clothes at 12:55
Oooga Boogaloo?
could you rate voicelines?
@@guineapigabomination3293 nah im not interested in that
Early
So sabre is always in S tier?
No delicious leg?
@@ShinraSub read the description
What is T/K?
12:57 🤨🤨
global warming made leipzig too hot
Lol I dint know leipzig was that HOT
Not including bugle..
@@IplayunderratedrobloxgamesE 0:55
i dont like this video.