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YMMV / Guts & Blackpowder

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  • Awesome Art: The art for the game (especially the thumbnail and badges) is moody and atmospheric, with monochrome colors befitting the premise of the game. Examples being "For Whom The Bell Tolls" and "Glory to the Survivors.”
  • Abridged Arena Array: If San Sebastián ever appears as a map option, expect the server to vote for it. This is likely because it offers two respawns, and is the only objective map to take place in clear daylight. It featuring Barry, a very popular NPC, also boosts its popularity.
  • Cheese Strategy: The developers do a good job at trying to remove cheesy strategies that players find within the game, mostly by removing “baby spots”, which are high ground areas players can climb up to become unreachable to the zombies. However, theres still a few other, different cheesy strategies that manage to stay:
    • Mentioned below, Kaub’s second looting section can be cheesed if nobody fires the cannon that blasts the door open. Since the players getting the supplies can just go back the way they came. This was likely an intentional design choice to prevent Griefers from holding the cannon forever.
    • Chaplain/Priest Stacking. Having a ton of Chaplains means each one has their own Crucifix, which, if coordinated well enough, can stunlock hordes for long periods of time. This is especially effective during the final horde in Kaub, as the tight space means theres nowhere else for the zombies to go to avoid the Crucifixes.
    • A common strategy on Hougoumont is to form a firing squad of Seamen on the raised wooden platform in the big courtyard, before spamming Blunderbusses at the incoming hordes.
  • Complacent Gaming Syndrome: When loading a cannon, you won't find anybody using roundshots. Canister shots are considered to be superior in almost every way.
  • Cult Classic: Is often considered one of the most genuinely high quality and best games on Roblox, to the point where people say that it doesn’t even belong on Roblox, and deserves a better platform.
  • Demonic Spiders: Nearly all of the special zombies are this in one way or another.
    • Bombers when specifically playing with your team. Fighting bombers by yourself is no big deal, since you can easily dip in and out of its detection range to trigger it's explosion without a scratch. However, when playing with other players, trying to do this can result in the possibility of a teammate shooting it at the same time you approach and getting a team kill. Either by accident or Intentionally. Its why approaching Bombers is seen as a big risk around teammates and teams elect to just shoot them instead... if anybody is even using their gun. If nobody is shooting the Bombers, they can approach the team for free, destroy barricades for free, and push them back, all for the other zombies.
    • Runners, specifically when playing solo. Runners are already dangerous due to killing you in 5 seconds flat (3 seconds in Hardcore) if they catch you, and being able to push you out of sight or far enough away from your teammates where they can’t see/reach you. But, overall, if you're close by your team, chances are that the Runner won't be able to do anything and it'll be killed very quickly. The same can't be said when you're going solo. Since Bombers are easy picking when alone, and Igniter's lamp can be dodged if you're attentive, Runners are the single biggest threat to a solo gameplan. If you're skilled at playing by yourself, Runners are the only thing that can possibly stop you. With nobody else around to save you, your only option is to kill them all by yourself. And if two, or god forbid even more come at you at one time, it's impossible to survive without someone else there unless you can either luckily dodge or kill multiple of them in one swing of your melee.
    • Igniters toss a lamp at you which essentially acts like a Molotov cocktail would, spreading fire to a large area where it lands. While it wasn't all that dangerous when Igniters were first added, an update would change their fires to now disable all use of your items and weapons as your character enters a state of putting themselves out. This would essentially make Igniter fires act like a stun against anyone unlucky enough to be caught inside. And if you don't leave the fire in time, you fall to the ground in a completely helpless stun state until either you burn to death, or a teammate comes to your rescue and puts you out.
  • Ensemble Dark Horse: Barry is the most popular of the NPCs you encounter throughout the objective maps. Likely for his friendly demeanor and brutal death scene.
  • Fan Nickname:
    • Zombie Sappers are universally called “Zappers” by the community. The name was soon adopted by the developers.
    • The Chaplain class is often referred to as the “Priest”. This is most definitely a holdover from when it used to be called Priest. Chaplain was actually renamed Priest, before it was eventually changed back to the original name of Chaplain.
  • Rescued from the Scrappy Heap: The Carbine, a quicker but weaker alternative rifle for the Line Infantry class with no bayonet. For the longest time, it existed in the shadow of the Officer class, with their Pistol having similar stats, while also having the other perks of being an Officer. Then the UI overhaul update came out with another buff for the Carbine: a shove move similar to the shove of the Sapper’s Axe, bashing zombies with the stock of your rifle to stun them for a good amount of time. And it was even quicker than the Sapper’s shove move. Making it more versatile, and a staple for those who like to combo it into their melee.
  • That One Achievement:
    • The badge "Soldats de ma Vieille Garde", more commonly known as “Old Guard”, can be downright frustrating to get. While the rest of the requirements are modest and easy to passively get such as having a KDR of 10 or above, winning campaign levels at least 30 times, the real bane comes in surviving 35 waves of Endless mode without dying. While they attempted to give leeway by having it where the player only has to survive 35 waves in general, regardless of how far it is into the match, it doesn't help that by that point it gets incredibly hectic and getting swarmed or accidentally swinging at a bomber that was in a horde instantly killing you is extremely common. Getting to that point in the first place as well heavily depends on your teammates being coordinated and skilled. It even got to the point where the developers regret adding the badge.
    • “Alone, at The End of The World” is a secret achievement. Requiring you to beat the first 20 waves of Endless Mode by yourself. At most, it can be somewhat cheesed on Vardøhus Fortress, since Runners don’t spawn there, and Runners are the biggest threat to a solo player. But otherwise, it’s plain and simple, and relies entirely on your own skill alone. Which needs to be in absolute perfect shape.
  • That One Level:
    • Kaub, on release, had a reputation for being the hardest objective map to win in the whole game. Starting from the second looting section, it can be cheesed out by never firing the cannon, but that's only if either you or a courteous teammate will hold the cannon so nobody else uses it. If the cannon is fired, the combined horde from the graves and behind will likely overrun your team. And if that doesn't do it, the very next cannon section likely will. Which requires your team to load and fire a cannon 4 times at a gate to proceed, all while fending off an infinite horde from 3 separate entrances. Even though at a glance, it may not seem much harder than some similar sections on other objective maps, the cannon section of Kaub has way less space to move and cannon loading takes way more time and coordination. And if your team survives all of that, they still have to defeat the final horde from within the basement of the castle, which is the biggest and longest horde out of all the objective maps, all while only having a narrow spiral staircase to move around on.
    • Berezina, the game’s first holdout map, is an excruciating map. Even with its generous amount of respawns, the map still has a bad reputation for the fact that it’s a long slog which takes, on average, 40-50 minutes to complete. Making it a brutal endurance match of trying to help build the bridge while fending off the incoming waves. And exclusive to this map, as a bonus, is the freezing mechanic, where you’ll slowly die of frostbite if you spend too much time outside, which, outside is 90% of the map.

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