First off I see that this thread is old. Hope I’m not just digging in the trash here…
I love the idea of chambering and would really like to see this. New (well designed) mechanics is always fun ^^.
Let’s try and think of the implementation of this. As it is now the attack has 3 parts to it: Windup, release and recovery. From the M&B clip it seems that the chamber block occurs when an attack release connects with a windup. This would result in reversing the situation now where this results in a flinch. Also weapons with longer windup would have a better chance to chamber block, which does not make sense. I have not played M&B much, but it seems the speed of the attack is the same regardless of weapons; removing this problem. Maybe if only the first 0.x seconds of the windup on any weapon gives chamber block. Perhaps 0.25 is suitable, being half the time frame of the parry.
Also the attack animations in M&B looks rather similar to the parry animations, witch makes the chambering make sense, but in Chivalry:MW this is not the case so the animations will have to be reworked.
Would love having this in the game ^^.