You bring up pills being worse than cigarettes, but I think they have a very specific use-case that's good: If you are in a checkmate situation where you're guaranteed to lose after your turn, you have a 40% chance of getting enough health to save you from that fate. It's true that in neutral play, they aren't worth the risk, but if your back is against the wall and you're out of all your other items, it's *something*.
Yeah in a situation where you're gonna die on the Dealer's turn whether the pills hurt you or you don't use them like for example: 4 health round, you have 2 health left, dealer has handsaw, magnifying glass, and inverter. Using the pills then would either do nothing or save you. You'd die if you don't use them, you'd die if they hurt you, but you don't die if they heal you.
Also they work with the cigs cause you essentially either get 2 charges or lose 0 charges. Depending on the situation, that gamble might pay off more than only taking cigs without the pills.
In reality the chance of you getting those 2 charges should be 33% instead of 40% which is already a bonus. I also propose 2 separate ways to buff the item: 1. Instead of it having a 40/60 chance it could have a 50/50 chance 2. Alternatively it could have the ability to overheal you up to 6 charges so players can utilise it when they have more than just 1 or 2 charges
They are better in some niche situations, yes, but in most scenarios they are significantly worse. Don't forget they take an item slot and unlike cigs you can't just use them to get them out of the board without risking damage Pills are good in specifically those scenarios where you need 2 healing and 1 isn't enough, i.e. you're at one and dealer has the saw, AND you can't kill the dealer this turn, AND max health is greater than 2. That is not very often, and even then you still only have 40% chance to live. Overall they make you weaker
the fact Mike said that the Multiplayer will be up to 4 players is nutty. I have no idea how that'll work, it'll completely change how you strategize, I'm so hyped
While you all kissin' - some of us hustling with sandcastles, mechs and entire cities made out of plastic bottles. And we make all of it with our own hands. Beautiful cabin crew
A theory about the pills - I think they're intentionally designed badly in order to fill up your slots, much like how having two or more handcuffs is bad because they take up slots, having pills takes up a slot because you wouldn't really want to use them.
Yeah, I think the expired medicine is intentionally bad and there to fill up your item slots. Item hoarding was the go-to strategy in the previous build. The dealer having adrenaline is the major disruptor on that strategy, with clogged item slots being the other one.
@@relthetraveller245 The +2 can also make a huge difference. but where as to you it would just be another round won. for the dealer it would be the only round needed.
I just think that mike wanted to have more sidegrades to the items like how the phone is a sidegrade version of the magnifying glass, the pills are just yet another gambling item like the beer where you might end up making your odds worse or better but related to health instead of shell odds. The adrenaline is just a free time or item swap but can work as glue to add an item to your combo. Everything has a use, its only niche if the player struggles to use it.
Unless you know for 100% certain what the next shell is, then the best play with the burner phone is to always use it as soon as possible. There is no downside to more information, unless there's a chance the phone will tell you something you already definitely know.
I would say use burner phone right away because the less rounds there are the more you can actually force it being relevant. far more scenarios than not the burner phone will be wasted if there is only a handful of shots left.
@@phantom-ri2tg Agreed, its a sidegrade to the magnifying glass and downright replaces it if there are only 2 shells left, meaning the beer compliments the phone very well and also the ability to invert shells fits with the phone too. The pills are useful if you have ciggies or if you end up knowing that the dealer is about to ruin you in the next turn no matter what you do, unless you gamble with the pills for the extra health cause otherwise it dont matter if they kill you or the dealer does next turn.
That's true and false at the same time. If you use it at the beginning of the round it might reveal the second or third shell but it might also reveal the seventh or eight shell which won't be very useful if the dealer gets to shoot those shots. If there's for example only 3 shots left with 2 lives it might guarantee you a win if you also have a magnifying glass.
meaningless if the dealer has 2 inverters and the next 2 shells are live followed by 2 blanks. You've got to take your turn, and he will take his turn as soon as he's shot, meaning you're wide open if he's got saws too.
The longer you wait, the more detailed the information is. It's far more useful to know the last round is live when you know the count is 1 and 2 than it is to know the last round is live when it's 4 and 4. It's not an absolute that information is better sooner. It's also possible that using the phone at 4 and 4 tells you the 4th shell is blank. By waiting you increase the percentage of your knowledge of the remaining shells. No absolutes apply. Depends on if the dealer has a syringe, what the max health is for the round, what kind of load out is in the chamber, what kind of items you have on hand to leverage the info that the phone might yield. Seems a little premature to say that any single play is "always" the best play unless you know a particular single variable. What if it's 4 and 4 and you know the next shell is blank...how valuable is the phone telling you that the 7th round is blank? What if it's 1 live and 2 blanks and it's your turn and you know the next round is blank. Would you say that it is of equal value for the phone to tell you the 3rd shell (last shell) is blank as the value of the phone in the previous example? What if you have handcuffs in the last example and you don't in the 1st? Reminds me of an old saying: "The less often you make declarative statements the less frequently you will look foolish."
14:04 for what its worth, ManlyBadassHero actually appears in plaintext in the game's executable file, among other youtubers. Idk if it means anything though, my guess is they're there as placeholders for some UI design.
honestly instead of 40/60 on the medicine, it should have been 50/50 so it really hammers that gambling theme lol Also, I loved the part where the dealer just drank all his booze then stole and drank kissboy's booze too lmao bro got that alcohol addiction 💀
I think it's definitely intentional why it's 40/60. With the new items being pretty powerful, I think they made it 40/60 to balance it out. I think it's an interesting idea since the item in most situations is very bad and you are better off not using it most of the time. Makes you think very carefully when to use it, and it punishes the player for mindlessly using the item. The only problem I think is when the item is actually useful, it doesn't help you enough for the risk. Maybe healing you for 3 would be better, but that may be too op. This change would still make it very situational, but when it's in the right situation it's actually powerful.
No. 50/50 would mean that using it is ALWAYS better than not using them. It would be a 50/50 chance of gaining 2 or losing 1, so the net result would be +1 life.
if you combine it with cigs, you essentially either gain 2 health or lose 0 so the 40/60 is fair and if you are aware that no matter what you do, the dealer will finish you off next turn, its a last ditch effort to survive by 1 point possibly.
@@Blubbpaule changing the 40/60 odds to 50/50 would increase the expected value from 0,2 to 0,5 which is still less than 1 from smokes, still wouldn't heal you above the current round starting hp and would still be an overall bad item.
The Burner Phone can be REALLY good if the result goes well, but it saying a blank I'd say is less useful than saying a live. The Inverter can be really useful, but also VERY DANGEROUS when The Dealer has it. I lost a lot when I didn't take into account he could invert the last shell to live. Medication should be used as a last resort (If you feel there is no other option), but only when you have 2 Health, since 1 Health risks instant death, 4 Health is pointless to take it, and 3 Health wastes the 2nd charge you could have gained, though the Dealer himself seems to not care if he has only 1 missing, if he can take the Medication, he probably will. With Adrenaline, I'd say Dealer treats it like he is still using an item of his own, like how he always takes a cig when below his max health, he likely will take a cig if you have one and he is below the health, so Adrenaline acts like you have even more options to use, but I don't know if he takes into account that part where he picks in the order the items were given, since they still are not HIS items. Basically, the new items are super useful, but in the Dealer's hands, a super deadly and could end your run if you don't take them into account. The Inverter can be used to alter a live to a blank in the case of there being 2 live and you have 1 Health, you can totally negate the Dealer from taking a turn. I ain't as big an expert as you, but I do hope these can be useful, and I didn't look into any code, so I don't know how it works, I bet you'll still be dominating the Dealer in no time!
From watching this stream I suspect the dealer may now count shells - if there is only one type of round left in the chamber, he will act as if he knows what the round is. On two or three occaisions when there was two rounds left of the same type he acted correctly as if he had that information.
@@ratedpg6481 that was In standard mode however. The patch notes specifically say the endless mode ai was updated. I personally experienced the dealer empty the gun of blanks by shooting himself 4 times in a row, which may indicate he can count the shells.
Pills and Adrenaline pair well. If you have nothing but pills, and the dealer uses adrenaline, not only do they waste an adrenaline, they have a 60% to take damage
So the expired prescription seems like it's only good as a desperation heal, when you're otherwise guaranteed to lose. Though I guess there are other scenarios where it's okay, including keeping it as a trap if the healer has adrenaline and no healing on their own side.
@@tortoise-chan It depends on the situation. There will be scenario where taking 1 wont matter but if you heal for 2, you could be saving yourself from certain doom and other scenarios where healing for 1 from cigs is not enough, plus it clears 2 slots for new items. It will be as rare as the situations where you'd shoot yourself to take 1 instead of letting the dealer potentially hit you for two or more damage depending on remaining shell/dealer items but mike wouldnt add it just as a way to fill up our inventory with crap.
I think the pills should have an overdose mechanic rather than be a 40% chance to heal. The player should be restricted to using them a limited number of times. If the player goes over the limit then they overdose and lose a charge. This makes them predictable, still allows them to clog item slots, and gives the player incentive to use them strategically instead of not at all. Another way the mechanic could work is that the pills and beer cant be played in the same turn. The pills can be thought of as an opioid where interaction with alcohol causes an overdose making the player lose 1 charge. Both implementations can also be used to limit their usefulness and still make the player feel like as long as they play strategically the downsides aren't so bad. It also requires that the player pay more attention rather than not want to take the risk.
The existence of Bad Medicine is a win for the player. The dealer is more likely to take it, meaning it has more chance of hurting the dealer than the player
I like that the adrenaline comes with the caveat of having to use the stolen item immediately. Not only does it fit with what adrenaline does, it also acts as a small limiting factor. Admittedly, it doesn't limit the item very much, but at the very least you can't just steal an item and stash it for later, or just have you and the dealer stealing the same item back to back lmao
The only way to defeat the dealer for good is to use handcuffs on him and then never take your turn. The dealer is obligated to obey the rules of the game. But there is no timer to force you into action.
@@abloogywoogywoo yeah but it does not force you to action. i was talking about defeating the dealer, not winning buckshot roulette - the two are unfortunately mutually exclusive, since the dealer always survives.
Expired medication is pretty underwhelming to most players so I came up with separate 2 ways to buff it: 1. Instead of it having a 40/60 chance it could have a 50/50 chance 2. Alternatively it could have the ability to overheal you up to 6 charges so players can utilise it when they have more than just 1 or 2 charges.
44:20 it's crazy how broken the phone is in the dealer's hands. he straight up skips to the bullet he knows is a blank, converts it, then hits you with a double
The phone is like a magnifying glass but is more useful the less shells you have in the shotgun. At 2 shells left its basically a magnifying glass, a beer can improve the odds cause removing shells makes phone more likely to give info about a shell close to being next to be fired and if its a blank, you can invert it to a live one when its time. The pills are definitely either to be used as a last chance if next round you are guaranteed to lose cause doesnt matter if dealer or pills kill you but you have 40% chance to survive with 1 hp possibly, or if you have cigs then you could use both to either gain 2 or lose 0, otherwise use only cigs and keep pills, the dealer could steal em with adrenaline and lose 1 hp that way, nothing is too niche or useless here.
50/50 it'd have ev of ciggies, currently they are extremely situational. Maybe if dealer has saw or handcuffs and you need to escape that range. Even then you would be better off with ciggies expect if you are at 1 hp or something against saw.
I feel like they're setup so that they're at the minimum value possible to be beneficial on average while clearly being negative compared to any other items.
Are you considering making a video about how the bad medicine, adrenaline, burner phone, and inverter change the strategy for the game? E.g the guaranteed damage combo with the magnifier and inverter seems quite powerful, and the burner phone always changes the probabilities with the current shot...
40:54 it’s always so low now on the new version double or nothing 😂😂 I found out the math for the amount recently, but even kissboy was confused which isn’t good 😅
@zoklev It's not exactly like it, the phone can tell you where the odd shell out is. But the math is still the same for one odd one out loadouts, your "choice" is the chamber, the phone reveals one of the same shells, your odds now shift away from being correct.
@ I can see the analogy you're making, but you have an incomplete understanding of the Monty Hall problem as per your analogy, let's talk in terms of 1 live 2 blank (1 car 2 sheep), your "choice" is the chamber, and the phone reveals a blank (the host reveals a sheep). it's almost a perfect analogy, but as you yourself said, the phone can tell you where the odd shell out is. you think it doesn't affect the math, but this is a key detail that makes the Monty Hall problem the infamous Monty Hall problem. more specifically, the show host always shows a sheep, and if the contestant chose the car, the show host shows 1 of the 2 sheep at random (let's call this 'normal Monty Hall'). this is mathematically different from the host opening 1 of the 2 others doors at random regardless of Car/sheep (let's call this 'random Monty Hall') to show you the difference, let's first re-examine normal Monty Hall. let's run 6 simulations. because (C)ar/(s)heep placement is random, they go: Css, Css, sCs, sCs, ssC, ssC. without loss of generality, let's say the contestant chooses the leftmost door 1. following the rules of the show, the host opens 1 of the 2 other doors (represented w/ parentheses): C(s)s, Cs(s), sC(s), sC(s), s(s)C, s(s)C. now, the above are just hypothetical simulations. when Monty Hall is simulated in real life, we can observe and use information to speculate on the true nature of each particular simulation. for example, let's say Monty Hall starts airing again in 2025. a contestant chooses the leftmost door 1, and the host proceeds to open the middle door 2 with a sheep behind it. this information proves to us that this current simulation isn't Cs(s) or sC(s), so it can be C(s)s or s(s)C. we knows that simulations go s(s)C twice as often as C(s)s, because half of Css simulations go Cs(s). therefore we speculate there's a 2/3 chance this simulation is s(s)C, so the contestant should switch now, let's examine random Monty Hall. let's run 6 simulations: Css, Css, sCs, sCs, ssC, ssC. without loss of generality, let's say the contestant chooses the leftmost door 1. the host opens 1 of the 2 other doors at random regardless of Car/sheep: C(s)s, Cs(s), s(C)s, sC(s), s(s)C, ss(C). let's say random Monty Hall starts airing. a contestant chooses the leftmost door 1, and the host proceeds to open the middle door 2 revealing a sheep behind it. this information proves to us that this current simulation isn't Cs(s), s(C)s sC(s), or ss(C), so it can be C(s)s or s(s)C. different from the Monty Hall problem, simulations go either way just as often. half of Css simulations still go Cs(s), but so do half of ssC simulations go ss(C). therefore we speculate there's a 1/2 chance for either, and switching isn't better I hope you understand now
@@trevorhaddox6884 I can see the analogy you're making, but you have an incomplete understanding of the Monty Hall problem as per your analogy, let's talk in terms of 1 live 2 blank (1 car 2 sheep), your "choice" is the chamber, and the phone reveals a blank (the host reveals a sheep). it's almost a perfect analogy, but as you yourself said, the phone can tell you where the odd shell out is. you think it doesn't affect the math, but this is a key detail that makes the Monty Hall problem the infamous Monty Hall problem. more specifically, the show host always shows a sheep, and if the contestant chose the car, the show host shows 1 of the 2 sheep at random (let's call this 'normal Monty Hall'). this is mathematically different from the host opening 1 of the 2 others doors at random regardless of Car/sheep (let's call this 'random Monty Hall') to show you the difference, let's first re-examine normal Monty Hall. let's run 6 simulations. because (C)ar/(s)heep placement is random, they go: Css, Css, sCs, sCs, ssC, ssC. without loss of generality, let's say the contestant chooses the leftmost door 1. following the rules of the show, the host opens 1 of the 2 other doors (represented w/ parentheses): C(s)s, Cs(s), sC(s), sC(s), s(s)C, s(s)C. now, the above are just hypothetical simulations. when Monty Hall is simulated in real life, we can observe and use information to speculate on the true nature of each particular simulation. for example, let's say Monty Hall starts airing again in 2025. a contestant chooses the leftmost door 1, and the host proceeds to open the middle door 2 with a sheep behind it. this information proves to us that this current simulation isn't Cs(s) or sC(s), so it can be C(s)s or s(s)C. we knows that simulations go s(s)C twice as often as C(s)s, because half of Css simulations go Cs(s). therefore we speculate there's a 2/3 chance this simulation is s(s)C, so the contestant should switch now, let's examine random Monty Hall. let's run 6 simulations: Css, Css, sCs, sCs, ssC, ssC. without loss of generality, let's say the contestant chooses the leftmost door 1. the host opens 1 of the 2 other doors at random regardless of Car/sheep: C(s)s, Cs(s), s(C)s, sC(s), s(s)C, ss(C). let's say random Monty Hall starts airing. a contestant chooses the leftmost door 1, and the host proceeds to open the middle door 2 revealing a sheep behind it. this information proves to us that this current simulation isn't Cs(s), s(C)s sC(s), or ss(C), so it can be C(s)s or s(s)C. different from the Monty Hall problem, simulations go either way just as often. half of Css simulations still go Cs(s), but so do half of ssC simulations go ss(C). therefore we speculate there's a 1/2 chance for either, and switching isn't better I hope you understand now
@@zoklev You win, he just debunked those of us that said it was. There is no paradox since phones can reveal either shell type making it possible to "win" instantly, making the choice a coinflip.
Yo my man, keep these buckshot roulette streams coming, subscribed! This update is great and should add quite a bit of steam to the game. Great to relax to and to pick up some tips on strategy for the game.
I think always keep the bad medicine and not use it since it's more likely to be a -1. Polarity shift is value 1 if opponent doesn't have polarity shift, since either opponent gets -1 or opponent gets -1 chance to deal damage to you, so both are positive outcomes. If you have beer, use the beer first if the beer has a chance of guaranteeing the outcome. 2 beers 2 lives 3 blanks - chance for 2 lives to be ejected, can use polarity shift to shoot blanks as lives. If enemy also has polarity shift, using it on its own is kind of neutral since the opponent can also polarity shift a shell. Cellphone seems to only tell things about remaining bullets, so it's equal to a magnifying glass when 2 shells are left, so best used when there are fewer bullets or combined with lots of booze (drunken texting i guess). Grabber is too high value to use, but it can't be stolen itself, so i'd rather keep them for when you're in danger of dying because of an item that the opponent has - then steal that item, since as long as you're alive you can always shoot the dealer next time, and you are always at the advantage since you always go first. Killing the enemy fast is good but if winning is not guaranteed or you're in the 3rd round of a set and enemy has items that might oneshot you on next round, rather take it slower with winning that round if you're going for high score - the leaderboard isn't timed. Exception on 1st and 2nd round of any set if using the grabber during your turn would grant you victory, since items are reset anyway.
the pills are to be used as a last ditch effort if the dealer is guaranteed to win next turn so you have nothing to lose if you dont try them, or alternitavely use em with the cigs if you have both to guarantee either 2 hp gained or 0 lost. Nothing is too niche to not have use otherwise Mike would not have added it.
@@Devilforce988 Not too niche to have a use, just not a good idea to use generally, like the beer was before the steam release - barely any situation where it would give you a clear advantage. Now the beer does have some good uses since we can turn blanks into lives, and so can the dealer, meaning getting rid of shells makes you less likely to be hit. Pills are right now in the same state beer was before steam release though - high chance of -1, low chance of +2. When do you use smokes? When you are in danger of being killed by the dealer when it's the dealer's turn. Sometimes a +1 is not enough to survive, so you would die even if you used cigarettes (i.e. if enemy has handsaw + handcuffs and you have 2 health, 3 health isn't a guaranteed survival). In that case, since you're dead if you don't get a +2 to your health anyway, pills are advisable to use, but if you have to use them, that is a hail mary. The pills do not provide any advantage otherwise. Sure you could use them when you also have cigarettes so you either gain 2 hp or lose 0. But you either gain 2 hp or you lose 0 hp at the cost of cigarettes that you could also have used to gain health. Still a negative.
@@domacleod Beer was useful even in the past to put you in an odd lineup vs even so you have an advantage though. Also getting 2 hp or 0 is not a negative, its literally either a net positive or no loss of hp, and using cigs alone when you have pills alongside them is worse cause either you could have gained 2 hp and also freed 2 slots for 2 new items or at least free up the slots instead of only gain 1 hp, but now have an item that actually has a downside, free up only 1 slot which can lead to missing out on an item due to no space, and that 1 hp might not be enough to save you as you said yourself. If you have pills and cigs, never use only cigs, use them together to either gain big hp advantage or at least free up 2 slots at no hp cost for better items.
I can think of exactly ONE scenario where the medicine could be somewhat useful: 4hp round, you're at 2, dealer does not have a saw, you also have cigarettes. Expected return is neutral, with a potential for a big positive...... *_Or you could, of course, just use the cigarettes for a guaranteed positive._*
Tbh i think there should be a mod that makes it easier for adhd players bc this game is way harder when you have adhd bc you keep losing track all the damn time How you'd make it easier is when it does the thing where it shows the shells the first ones displayed are always live and the rest are black and thats the only thing that mod needs to do tbh bc its easier to count when the shells are grouped like that. I can also see this mod helping with dyslexia as well bc i can tell with dyslexia this game is hella hard
hope this helps: if it's an even total # of shells there will always be an equal ratio of live-to-blank rounds; if it's an odd total # of shells there will always be one more blank round than live rounds. for me, it helps to count how many rounds are "missing" instead since that is easier to determine at a glance
I feel now the cap is 1 cigarrete and 1 bad medicine. So if you're not guaranteed to die is better to not use the bad medicine and just heal with cigarettes, since it's likely you're just going to get it back on the next item set in case you're way lower in health.
So if you have 2 health, and the enemy has a saw, you might as well use the medicine as youd die anyway, its just a chance to live. Also, if they have adrenaline, guess whos eating a 60% chance for damage
I'm only in the beginning of the stream so maybe you figure out later. The phone is so good to use early, you know what a shell is so the calculations of chance of the current one can change drastically, it can also affect how you want to use beer and handcuffs. To get to that guaranteed shell, blank with an inverter or get safely into the next round of items.
I’m only at the start of the stream rn, but all these new items make the billy seem much more possible. There seems less random chance and more strategy. We’ll see if that instinct is right or mathematically backed up lol
I dont think the proper mechanic for the medicine is taking away a health. I think it should have a 60% chance of you getting sick and losing your turn. It would make the object useful but still balanced and able to be used in a strategy
Toss up if it harder. the new items favor the player except the bad medicine. the steal an item especially favors the player. However bad medicine is horrible. not just because it is wasted space as you would hardly ever use it. (It is never worth using unless you are garunteed to die the dealer's turn.) but because if the dealer heals 2 off of it there is a solid chance you are screwed. 1 reason it is bad is because you only die once so a chance to take damage is not worth potentially gaining 2. but for bonus.. it actually gives an average of .2 score. a 60% chance is a whole 50% higher than 40%.
Finished video. So the bad medicine thing I said is actually crippled because the dealer doesn't use it on 1. This means he will never get the 2 unless he is specifically at 2 health on a 4 health round and worse than cigarette the rest of the time. Definitely game easier.
roblox can be fun, just be sure to play older games or archives of older games, in recent years there have been some gems like doors and battlebit, but its flooded with shameless cashgrab garbo rn in the popular section the version I played doesn't exist anymore but 2 player military tycoon is one of my favs survive the disasters is a certified hood classic and would reccomend that off the top of my head, survive a train ride into a blackhole is also funny
I'm very on the fence about the new items, they seem almost a little too gimmicky/Sci fi for the world that's been set up and are also a little bit overpowered in my opinion I think it would be nice if there was an "all in" mode that was like double or nothing but with all the wacky items and gimmics and normal double or nothing where its pretty much the same as before But thats just my take 🤷♂️
You bring up pills being worse than cigarettes, but I think they have a very specific use-case that's good: If you are in a checkmate situation where you're guaranteed to lose after your turn, you have a 40% chance of getting enough health to save you from that fate. It's true that in neutral play, they aren't worth the risk, but if your back is against the wall and you're out of all your other items, it's *something*.
Cigs are better than bad medicine most of the time
Yeah in a situation where you're gonna die on the Dealer's turn whether the pills hurt you or you don't use them like for example: 4 health round, you have 2 health left, dealer has handsaw, magnifying glass, and inverter. Using the pills then would either do nothing or save you. You'd die if you don't use them, you'd die if they hurt you, but you don't die if they heal you.
Also they work with the cigs cause you essentially either get 2 charges or lose 0 charges. Depending on the situation, that gamble might pay off more than only taking cigs without the pills.
In reality the chance of you getting those 2 charges should be 33% instead of 40% which is already a bonus. I also propose 2 separate ways to buff the item:
1. Instead of it having a 40/60 chance it could have a 50/50 chance
2. Alternatively it could have the ability to overheal you up to 6 charges so players can utilise it when they have more than just 1 or 2 charges
They are better in some niche situations, yes, but in most scenarios they are significantly worse. Don't forget they take an item slot and unlike cigs you can't just use them to get them out of the board without risking damage
Pills are good in specifically those scenarios where you need 2 healing and 1 isn't enough, i.e. you're at one and dealer has the saw, AND you can't kill the dealer this turn, AND max health is greater than 2. That is not very often, and even then you still only have 40% chance to live. Overall they make you weaker
PvP gonna go hard when they teased player 2 at the end of the trailer
the fact Mike said that the Multiplayer will be up to 4 players is nutty. I have no idea how that'll work, it'll completely change how you strategize, I'm so hyped
I hope we will be able to play with randoms and not just friends
@@metalandmagic1424it being a 4 player game would blow my mind (literally)
PvP might needs item control since the one goes first will have tremendous advantage, but I am eager to see how it plays out.
just hate how the adrenaline got more pins going in than it does coming out
really fit the aesthetics of the game
I hate how he steals my expired meds and recovers, yet when i consume them, it kills me.
Yeah, well they aren’t *your* prescription, are they?
We kissin' the boys with this one! 🗣️🗣️🗣️💏
Pissing on boys
🤭
While you all kissin' - some of us hustling with sandcastles, mechs and entire cities made out of plastic bottles. And we make all of it with our own hands.
Beautiful cabin crew
A theory about the pills - I think they're intentionally designed badly in order to fill up your slots, much like how having two or more handcuffs is bad because they take up slots, having pills takes up a slot because you wouldn't really want to use them.
My guess would be they are to compensate because all the new items vastly favor the player.
It might be designed to favor the dealer, since the dealer can't die, losing 1 charge for him isn't a big deal to him.
Yeah, I think the expired medicine is intentionally bad and there to fill up your item slots. Item hoarding was the go-to strategy in the previous build. The dealer having adrenaline is the major disruptor on that strategy, with clogged item slots being the other one.
@@relthetraveller245 The +2 can also make a huge difference. but where as to you it would just be another round won. for the dealer it would be the only round needed.
I just think that mike wanted to have more sidegrades to the items like how the phone is a sidegrade version of the magnifying glass, the pills are just yet another gambling item like the beer where you might end up making your odds worse or better but related to health instead of shell odds. The adrenaline is just a free time or item swap but can work as glue to add an item to your combo. Everything has a use, its only niche if the player struggles to use it.
Unless you know for 100% certain what the next shell is, then the best play with the burner phone is to always use it as soon as possible. There is no downside to more information, unless there's a chance the phone will tell you something you already definitely know.
I would say use burner phone right away because the less rounds there are the more you can actually force it being relevant. far more scenarios than not the burner phone will be wasted if there is only a handful of shots left.
@@phantom-ri2tg Agreed, its a sidegrade to the magnifying glass and downright replaces it if there are only 2 shells left, meaning the beer compliments the phone very well and also the ability to invert shells fits with the phone too. The pills are useful if you have ciggies or if you end up knowing that the dealer is about to ruin you in the next turn no matter what you do, unless you gamble with the pills for the extra health cause otherwise it dont matter if they kill you or the dealer does next turn.
That's true and false at the same time. If you use it at the beginning of the round it might reveal the second or third shell but it might also reveal the seventh or eight shell which won't be very useful if the dealer gets to shoot those shots. If there's for example only 3 shots left with 2 lives it might guarantee you a win if you also have a magnifying glass.
meaningless if the dealer has 2 inverters and the next 2 shells are live followed by 2 blanks. You've got to take your turn, and he will take his turn as soon as he's shot, meaning you're wide open if he's got saws too.
The longer you wait, the more detailed the information is.
It's far more useful to know the last round is live when you know the count is 1 and 2 than it is to know the last round is live when it's 4 and 4.
It's not an absolute that information is better sooner.
It's also possible that using the phone at 4 and 4 tells you the 4th shell is blank.
By waiting you increase the percentage of your knowledge of the remaining shells.
No absolutes apply. Depends on if the dealer has a syringe, what the max health is for the round, what kind of load out is in the chamber, what kind of items you have on hand to leverage the info that the phone might yield.
Seems a little premature to say that any single play is "always" the best play unless you know a particular single variable.
What if it's 4 and 4 and you know the next shell is blank...how valuable is the phone telling you that the 7th round is blank?
What if it's 1 live and 2 blanks and it's your turn and you know the next round is blank. Would you say that it is of equal value for the phone to tell you the 3rd shell (last shell) is blank as the value of the phone in the previous example?
What if you have handcuffs in the last example and you don't in the 1st?
Reminds me of an old saying:
"The less often you make declarative statements the less frequently you will look foolish."
14:04 for what its worth, ManlyBadassHero actually appears in plaintext in the game's executable file, among other youtubers. Idk if it means anything though, my guess is they're there as placeholders for some UI design.
"Welcome buck to Backshot Roulette" - DKB
💀
that start with all the handcuffs is hilarious, the bdsm update, only handcuffs
honestly instead of 40/60 on the medicine, it should have been 50/50 so it really hammers that gambling theme lol
Also, I loved the part where the dealer just drank all his booze then stole and drank kissboy's booze too lmao
bro got that alcohol addiction 💀
I think it's definitely intentional why it's 40/60. With the new items being pretty powerful, I think they made it 40/60 to balance it out. I think it's an interesting idea since the item in most situations is very bad and you are better off not using it most of the time. Makes you think very carefully when to use it, and it punishes the player for mindlessly using the item. The only problem I think is when the item is actually useful, it doesn't help you enough for the risk. Maybe healing you for 3 would be better, but that may be too op.
This change would still make it very situational, but when it's in the right situation it's actually powerful.
No. 50/50 would mean that using it is ALWAYS better than not using them. It would be a 50/50 chance of gaining 2 or losing 1, so the net result would be +1 life.
if you combine it with cigs, you essentially either gain 2 health or lose 0 so the 40/60 is fair and if you are aware that no matter what you do, the dealer will finish you off next turn, its a last ditch effort to survive by 1 point possibly.
@@Blubbpaule changing the 40/60 odds to 50/50 would increase the expected value from 0,2 to 0,5 which is still less than 1 from smokes, still wouldn't heal you above the current round starting hp and would still be an overall bad item.
The bad meds are balanced fine. The player should only use them when the alternative is an almost guaranteed death. Which is how it should be.
The Burner Phone can be REALLY good if the result goes well, but it saying a blank I'd say is less useful than saying a live.
The Inverter can be really useful, but also VERY DANGEROUS when The Dealer has it. I lost a lot when I didn't take into account he could invert the last shell to live.
Medication should be used as a last resort (If you feel there is no other option), but only when you have 2 Health, since 1 Health risks instant death, 4 Health is pointless to take it, and 3 Health wastes the 2nd charge you could have gained, though the Dealer himself seems to not care if he has only 1 missing, if he can take the Medication, he probably will.
With Adrenaline, I'd say Dealer treats it like he is still using an item of his own, like how he always takes a cig when below his max health, he likely will take a cig if you have one and he is below the health, so Adrenaline acts like you have even more options to use, but I don't know if he takes into account that part where he picks in the order the items were given, since they still are not HIS
items.
Basically, the new items are super useful, but in the Dealer's hands, a super deadly and could end your run if you don't take them into account.
The Inverter can be used to alter a live to a blank in the case of there being 2 live and you have 1 Health, you can totally negate the Dealer from taking a turn.
I ain't as big an expert as you, but I do hope these can be useful, and I didn't look into any code, so I don't know how it works, I bet you'll still be dominating the Dealer in no time!
I think the dealer cheats when the phone is used, he never takes damage on the turn the phonecall tells you its a live and always shoots you.
From watching this stream I suspect the dealer may now count shells - if there is only one type of round left in the chamber, he will act as if he knows what the round is. On two or three occaisions when there was two rounds left of the same type he acted correctly as if he had that information.
Not true. At 6:49, there are only two live rounds left, but the dealer shoots himself.
@@ratedpg6481 that was In standard mode however. The patch notes specifically say the endless mode ai was updated. I personally experienced the dealer empty the gun of blanks by shooting himself 4 times in a row, which may indicate he can count the shells.
Pills and Adrenaline pair well.
If you have nothing but pills, and the dealer uses adrenaline, not only do they waste an adrenaline, they have a 60% to take damage
It looks like you get the adrenaline visual effect when you're shocked. That’s pretty cool.
Petition to change Adrenaline into a Grabby Shark.
So the expired prescription seems like it's only good as a desperation heal, when you're otherwise guaranteed to lose.
Though I guess there are other scenarios where it's okay, including keeping it as a trap if the healer has adrenaline and no healing on their own side.
combine em with the cigs to neutralize the hp loss so its either 2 gained or 0 lost
@Devilforce988 you're still effectively losing health if you could have used cigarettes to gain life instead
@@tortoise-chan It depends on the situation. There will be scenario where taking 1 wont matter but if you heal for 2, you could be saving yourself from certain doom and other scenarios where healing for 1 from cigs is not enough, plus it clears 2 slots for new items. It will be as rare as the situations where you'd shoot yourself to take 1 instead of letting the dealer potentially hit you for two or more damage depending on remaining shell/dealer items but mike wouldnt add it just as a way to fill up our inventory with crap.
It seems like the developer took notes on your feedback and made the full version capable of completely screwing you over.
I think the pills should have an overdose mechanic rather than be a 40% chance to heal.
The player should be restricted to using them a limited number of times. If the player goes over the limit then they overdose and lose a charge. This makes them predictable, still allows them to clog item slots, and gives the player incentive to use them strategically instead of not at all.
Another way the mechanic could work is that the pills and beer cant be played in the same turn. The pills can be thought of as an opioid where interaction with alcohol causes an overdose making the player lose 1 charge.
Both implementations can also be used to limit their usefulness and still make the player feel like as long as they play strategically the downsides aren't so bad. It also requires that the player pay more attention rather than not want to take the risk.
well it wouldn't make sense not to be able to use those two items in one turn considering there is a steam achievement for that
@@gemstone7818 the player can still use them they'll just die when they do.
sounds like bad game design
@@gemstone7818 6 people think otherwise
The existence of Bad Medicine is a win for the player. The dealer is more likely to take it, meaning it has more chance of hurting the dealer than the player
The Billi never looked closer.
Recently discovered the channel. I'm enjoying this for now. Also, Manly got a pre-release copy for promotion.
I like that the adrenaline comes with the caveat of having to use the stolen item immediately. Not only does it fit with what adrenaline does, it also acts as a small limiting factor. Admittedly, it doesn't limit the item very much, but at the very least you can't just steal an item and stash it for later, or just have you and the dealer stealing the same item back to back lmao
The only way to defeat the dealer for good is to use handcuffs on him and then never take your turn. The dealer is obligated to obey the rules of the game. But there is no timer to force you into action.
There is a timer, if you take too long your winnings drop, you lose money every minute.
@@abloogywoogywoo could you just end up with 0 money if you waited for long enough?
@@panicwolf8586 $10 I think is the lowest you can get.
@@abloogywoogywoo yeah but it does not force you to action. i was talking about defeating the dealer, not winning buckshot roulette - the two are unfortunately mutually exclusive, since the dealer always survives.
@@domacleod sorry thought we were talking about double or nothing mode.
Yesssss, you totally sound like Patrick Warburton, emperors new groove is what instantly came to mind😂😂😂
Adrenaline is so op. I think even if you took 1 charge of damage when using it, it would still be a good item.
Expired medication is pretty underwhelming to most players so I came up with separate 2 ways to buff it:
1. Instead of it having a 40/60 chance it could have a 50/50 chance
2. Alternatively it could have the ability to overheal you up to 6 charges so players can utilise it when they have more than just 1 or 2 charges.
44:20 it's crazy how broken the phone is in the dealer's hands. he straight up skips to the bullet he knows is a blank, converts it, then hits you with a double
The phone is like a magnifying glass but is more useful the less shells you have in the shotgun. At 2 shells left its basically a magnifying glass, a beer can improve the odds cause removing shells makes phone more likely to give info about a shell close to being next to be fired and if its a blank, you can invert it to a live one when its time. The pills are definitely either to be used as a last chance if next round you are guaranteed to lose cause doesnt matter if dealer or pills kill you but you have 40% chance to survive with 1 hp possibly, or if you have cigs then you could use both to either gain 2 or lose 0, otherwise use only cigs and keep pills, the dealer could steal em with adrenaline and lose 1 hp that way, nothing is too niche or useless here.
Will there be an updated AI video once you are able to figure out how his AI works?
33:09 yeah medicine's expected value is only 0.2 if I calculated correctly. It would be fairer if the odds were 50/50.
50/50 it'd have ev of ciggies, currently they are extremely situational. Maybe if dealer has saw or handcuffs and you need to escape that range. Even then you would be better off with ciggies expect if you are at 1 hp or something against saw.
@@JohnSmith-ox3gy 50/50 gives ev of 0.5, which is a fair gamble IMO, still higher risk but higher reward. 67/33 Would be 1.0 ev
@@Mixa_Lv Right, it's not a double or nothing but a double or negative. Even at double or nothing I'd take the ciggies for their reliability.
I feel like they're setup so that they're at the minimum value possible to be beneficial on average while clearly being negative compared to any other items.
Pills are now 50% chance to heal. Also, you make this look so easy, I'm actually having a hard time getting over the 140k goal 😢
Does imparting your ability to drive relate to driving away when you win??
You'd think the handcuffs would be what let you steal and the adrenaline should be what lets you go twice, make sense?
I love that backshot roulette caught on 😂🤣
Are you considering making a video about how the bad medicine, adrenaline, burner phone, and inverter change the strategy for the game? E.g the guaranteed damage combo with the magnifier and inverter seems quite powerful, and the burner phone always changes the probabilities with the current shot...
4:58 it’s good for multiplayer buckshot
14:46 xd
26:40 I think hand cuffs
39:50 damn
40:54 it’s always so low now on the new version double or nothing 😂😂
I found out the math for the amount recently, but even kissboy was confused which isn’t good 😅
fun fact, the money you earn is NOT random, but is based on how fast you beat the dealer
A thing to note is the phone does effect the odds of the chamber and subsequent shots, as it takes a shell from the pool.
The game is turning into a black comedy with the new animations, and I like it.
Oh no, I just realized, I think the phone causes a Monty Hall situation, especially pared with the inverter. EDIT: and it seems you figured that out.
how? this is nothing like monty hall
@zoklev It's not exactly like it, the phone can tell you where the odd shell out is. But the math is still the same for one odd one out loadouts, your "choice" is the chamber, the phone reveals one of the same shells, your odds now shift away from being correct.
@
I can see the analogy you're making, but you have an incomplete understanding of the Monty Hall problem
as per your analogy, let's talk in terms of 1 live 2 blank (1 car 2 sheep), your "choice" is the chamber, and the phone reveals a blank (the host reveals a sheep). it's almost a perfect analogy, but as you yourself said, the phone can tell you where the odd shell out is. you think it doesn't affect the math, but this is a key detail that makes the Monty Hall problem the infamous Monty Hall problem. more specifically, the show host always shows a sheep, and if the contestant chose the car, the show host shows 1 of the 2 sheep at random (let's call this 'normal Monty Hall'). this is mathematically different from the host opening 1 of the 2 others doors at random regardless of Car/sheep (let's call this 'random Monty Hall')
to show you the difference, let's first re-examine normal Monty Hall. let's run 6 simulations. because (C)ar/(s)heep placement is random, they go: Css, Css, sCs, sCs, ssC, ssC. without loss of generality, let's say the contestant chooses the leftmost door 1. following the rules of the show, the host opens 1 of the 2 other doors (represented w/ parentheses): C(s)s, Cs(s), sC(s), sC(s), s(s)C, s(s)C. now, the above are just hypothetical simulations. when Monty Hall is simulated in real life, we can observe and use information to speculate on the true nature of each particular simulation. for example, let's say Monty Hall starts airing again in 2025. a contestant chooses the leftmost door 1, and the host proceeds to open the middle door 2 with a sheep behind it. this information proves to us that this current simulation isn't Cs(s) or sC(s), so it can be C(s)s or s(s)C. we knows that simulations go s(s)C twice as often as C(s)s, because half of Css simulations go Cs(s). therefore we speculate there's a 2/3 chance this simulation is s(s)C, so the contestant should switch
now, let's examine random Monty Hall. let's run 6 simulations: Css, Css, sCs, sCs, ssC, ssC. without loss of generality, let's say the contestant chooses the leftmost door 1. the host opens 1 of the 2 other doors at random regardless of Car/sheep: C(s)s, Cs(s), s(C)s, sC(s), s(s)C, ss(C). let's say random Monty Hall starts airing. a contestant chooses the leftmost door 1, and the host proceeds to open the middle door 2 revealing a sheep behind it. this information proves to us that this current simulation isn't Cs(s), s(C)s sC(s), or ss(C), so it can be C(s)s or s(s)C. different from the Monty Hall problem, simulations go either way just as often. half of Css simulations still go Cs(s), but so do half of ssC simulations go ss(C). therefore we speculate there's a 1/2 chance for either, and switching isn't better
I hope you understand now
@@trevorhaddox6884
I can see the analogy you're making, but you have an incomplete understanding of the Monty Hall problem
as per your analogy, let's talk in terms of 1 live 2 blank (1 car 2 sheep), your "choice" is the chamber, and the phone reveals a blank (the host reveals a sheep). it's almost a perfect analogy, but as you yourself said, the phone can tell you where the odd shell out is. you think it doesn't affect the math, but this is a key detail that makes the Monty Hall problem the infamous Monty Hall problem. more specifically, the show host always shows a sheep, and if the contestant chose the car, the show host shows 1 of the 2 sheep at random (let's call this 'normal Monty Hall'). this is mathematically different from the host opening 1 of the 2 others doors at random regardless of Car/sheep (let's call this 'random Monty Hall')
to show you the difference, let's first re-examine normal Monty Hall. let's run 6 simulations. because (C)ar/(s)heep placement is random, they go: Css, Css, sCs, sCs, ssC, ssC. without loss of generality, let's say the contestant chooses the leftmost door 1. following the rules of the show, the host opens 1 of the 2 other doors (represented w/ parentheses): C(s)s, Cs(s), sC(s), sC(s), s(s)C, s(s)C. now, the above are just hypothetical simulations. when Monty Hall is simulated in real life, we can observe and use information to speculate on the true nature of each particular simulation. for example, let's say Monty Hall starts airing again in 2025. a contestant chooses the leftmost door 1, and the host proceeds to open the middle door 2 with a sheep behind it. this information proves to us that this current simulation isn't Cs(s) or sC(s), so it can be C(s)s or s(s)C. we knows that simulations go s(s)C twice as often as C(s)s, because half of Css simulations go Cs(s). therefore we speculate there's a 2/3 chance this simulation is s(s)C, so the contestant should switch
now, let's examine random Monty Hall. let's run 6 simulations: Css, Css, sCs, sCs, ssC, ssC. without loss of generality, let's say the contestant chooses the leftmost door 1. the host opens 1 of the 2 other doors at random regardless of Car/sheep: C(s)s, Cs(s), s(C)s, sC(s), s(s)C, ss(C). let's say random Monty Hall starts airing. a contestant chooses the leftmost door 1, and the host proceeds to open the middle door 2 revealing a sheep behind it. this information proves to us that this current simulation isn't Cs(s), s(C)s sC(s), or ss(C), so it can be C(s)s or s(s)C. different from the Monty Hall problem, simulations go either way just as often. half of Css simulations still go Cs(s), but so do half of ssC simulations go ss(C). therefore we speculate there's a 1/2 chance for either, and switching isn't better
I hope you understand now
@@zoklev You win, he just debunked those of us that said it was. There is no paradox since phones can reveal either shell type making it possible to "win" instantly, making the choice a coinflip.
Yo my man, keep these buckshot roulette streams coming, subscribed! This update is great and should add quite a bit of steam to the game. Great to relax to and to pick up some tips on strategy for the game.
I think always keep the bad medicine and not use it since it's more likely to be a -1.
Polarity shift is value 1 if opponent doesn't have polarity shift, since either opponent gets -1 or opponent gets -1 chance to deal damage to you, so both are positive outcomes. If you have beer, use the beer first if the beer has a chance of guaranteeing the outcome. 2 beers 2 lives 3 blanks - chance for 2 lives to be ejected, can use polarity shift to shoot blanks as lives.
If enemy also has polarity shift, using it on its own is kind of neutral since the opponent can also polarity shift a shell.
Cellphone seems to only tell things about remaining bullets, so it's equal to a magnifying glass when 2 shells are left, so best used when there are fewer bullets or combined with lots of booze (drunken texting i guess).
Grabber is too high value to use, but it can't be stolen itself, so i'd rather keep them for when you're in danger of dying because of an item that the opponent has - then steal that item, since as long as you're alive you can always shoot the dealer next time, and you are always at the advantage since you always go first. Killing the enemy fast is good but if winning is not guaranteed or you're in the 3rd round of a set and enemy has items that might oneshot you on next round, rather take it slower with winning that round if you're going for high score - the leaderboard isn't timed.
Exception on 1st and 2nd round of any set if using the grabber during your turn would grant you victory, since items are reset anyway.
the pills are to be used as a last ditch effort if the dealer is guaranteed to win next turn so you have nothing to lose if you dont try them, or alternitavely use em with the cigs if you have both to guarantee either 2 hp gained or 0 lost. Nothing is too niche to not have use otherwise Mike would not have added it.
@@Devilforce988 Not too niche to have a use, just not a good idea to use generally, like the beer was before the steam release - barely any situation where it would give you a clear advantage. Now the beer does have some good uses since we can turn blanks into lives, and so can the dealer, meaning getting rid of shells makes you less likely to be hit.
Pills are right now in the same state beer was before steam release though - high chance of -1, low chance of +2. When do you use smokes? When you are in danger of being killed by the dealer when it's the dealer's turn. Sometimes a +1 is not enough to survive, so you would die even if you used cigarettes (i.e. if enemy has handsaw + handcuffs and you have 2 health, 3 health isn't a guaranteed survival). In that case, since you're dead if you don't get a +2 to your health anyway, pills are advisable to use, but if you have to use them, that is a hail mary. The pills do not provide any advantage otherwise. Sure you could use them when you also have cigarettes so you either gain 2 hp or lose 0. But you either gain 2 hp or you lose 0 hp at the cost of cigarettes that you could also have used to gain health. Still a negative.
@@domacleod Beer was useful even in the past to put you in an odd lineup vs even so you have an advantage though. Also getting 2 hp or 0 is not a negative, its literally either a net positive or no loss of hp, and using cigs alone when you have pills alongside them is worse cause either you could have gained 2 hp and also freed 2 slots for 2 new items or at least free up the slots instead of only gain 1 hp, but now have an item that actually has a downside, free up only 1 slot which can lead to missing out on an item due to no space, and that 1 hp might not be enough to save you as you said yourself. If you have pills and cigs, never use only cigs, use them together to either gain big hp advantage or at least free up 2 slots at no hp cost for better items.
Cat is meowing at background, lol
I can think of exactly ONE scenario where the medicine could be somewhat useful:
4hp round, you're at 2, dealer does not have a saw, you also have cigarettes.
Expected return is neutral, with a potential for a big positive......
*_Or you could, of course, just use the cigarettes for a guaranteed positive._*
Tbh i think there should be a mod that makes it easier for adhd players bc this game is way harder when you have adhd bc you keep losing track all the damn time
How you'd make it easier is when it does the thing where it shows the shells the first ones displayed are always live and the rest are black and thats the only thing that mod needs to do tbh bc its easier to count when the shells are grouped like that. I can also see this mod helping with dyslexia as well bc i can tell with dyslexia this game is hella hard
hope this helps: if it's an even total # of shells there will always be an equal ratio of live-to-blank rounds; if it's an odd total # of shells there will always be one more blank round than live rounds. for me, it helps to count how many rounds are "missing" instead since that is easier to determine at a glance
You can now get to a billion on that terminal!
game was trying to handicap you by filling your inventory with handuffs
I feel now the cap is 1 cigarrete and 1 bad medicine. So if you're not guaranteed to die is better to not use the bad medicine and just heal with cigarettes, since it's likely you're just going to get it back on the next item set in case you're way lower in health.
Id like to see, if not as a main mechanic, then an option for say, the sawn-off being carried over until someone hits a live
So if you have 2 health, and the enemy has a saw, you might as well use the medicine as youd die anyway, its just a chance to live. Also, if they have adrenaline, guess whos eating a 60% chance for damage
v1.2.1 patch changed the odds of expired pills to be useful from 40% vs 60% of times to 50/50. Good to know that, I think.
I'm only in the beginning of the stream so maybe you figure out later. The phone is so good to use early, you know what a shell is so the calculations of chance of the current one can change drastically, it can also affect how you want to use beer and handcuffs. To get to that guaranteed shell, blank with an inverter or get safely into the next round of items.
I’m only at the start of the stream rn, but all these new items make the billy seem much more possible. There seems less random chance and more strategy. We’ll see if that instinct is right or mathematically backed up lol
I like smoking when it doesn’t do anything when he has adrenaline
There's a highscores, you've gotta get ELON to max integer.
Roblox actually has a game similar to this one but you face a fake officer after the events of buckshot
Expired meds sounds good if you're on 2 health and Dealer has a saw. If you fail the 60/40, well you were dead anyway. If you win it, you live.
I dont really like that items themselves (expired medicine) have rng that is not related to the shotgun
40% to live is better when shotgun is 100% to die... though main use of badmed is baiting dealer in 3/4hp rounds as they REALLY love adrenalining it.
a new strategy guide for the new version would be good
I wonder if there is a special ending if you die by consuming pills
I tried it, nothing special happens. You just die lol
I think adrenaline would already be a strong item if it just removed the opponent's item of your choice rather than also using it
Burundi is a great streamer and all, but we all know that Chad is the ultimate champion guy.
You are so good
That AI play At 45:00 was foul
where is the thumbnail from? its super cool!
Official trailer
I dont think the proper mechanic for the medicine is taking away a health. I think it should have a 60% chance of you getting sick and losing your turn. It would make the object useful but still balanced and able to be used in a strategy
Inverter should swap the polarity of every shell, just to fuck with players’ math even more
Toss up if it harder. the new items favor the player except the bad medicine. the steal an item especially favors the player.
However bad medicine is horrible. not just because it is wasted space as you would hardly ever use it. (It is never worth using unless you are garunteed to die the dealer's turn.) but because if the dealer heals 2 off of it there is a solid chance you are screwed.
1 reason it is bad is because you only die once so a chance to take damage is not worth potentially gaining 2. but for bonus.. it actually gives an average of .2 score. a 60% chance is a whole 50% higher than 40%.
Okay add avoiding knife death range to bad medicine use.
Finished video. So the bad medicine thing I said is actually crippled because the dealer doesn't use it on 1. This means he will never get the 2 unless he is specifically at 2 health on a 4 health round and worse than cigarette the rest of the time. Definitely game easier.
roblox can be fun, just be sure to play older games or archives of older games, in recent years there have been some gems like doors and battlebit, but its flooded with shameless cashgrab garbo rn in the popular section
the version I played doesn't exist anymore but 2 player military tycoon is one of my favs
survive the disasters is a certified hood classic and would reccomend that
off the top of my head, survive a train ride into a blackhole is also funny
1:49:15 I will never tire of you saying "grabbler"
Is the Harder Dealer Mod still compatible with the Steam Release, or does it have to be updated?
Man it makes me so angry that you didn't smoke before you died, you literally would have won the round
When you wanted to steal the magnifying glass you should've stole his adrenaline first and then stole the magnifying glass or is this not allowed?
Late reply, but yes, using adrenaline to use someone else's adrenaline isn't allowed.
i'm just gonna say, insym playing double or nothing managed to get 10$ on the first set.
bad medicine is also the name of a jjba fanfic author who haunts my dreams
I’m going for the 1mil achievements and it gave me a score of 10… lmfao
Guss the real mvp
I've gotten 10 points in the first round more then once what the actual
Man imagine them making a hd model in UE5 or something with nice shading, idk if it would worsen or lighten the vibe
maaan i was asleep curse my europeanness
don't you keep sawed off if you shoot yourself and its blank
yes
I think the phone is a Mirai Nikki reference?
Holy shit youre right i love that sm
bro said backshot roulette 💀
Is something going wrong with my game? I can't reach 1 million.
I saw another TH-camr play this and he got $23 haha
1:07:47,LOL
wow you’re so smart
I'm very on the fence about the new items, they seem almost a little too gimmicky/Sci fi for the world that's been set up and are also a little bit overpowered in my opinion
I think it would be nice if there was an "all in" mode that was like double or nothing but with all the wacky items and gimmics and normal double or nothing where its pretty much the same as before
But thats just my take 🤷♂️
kisse
yep if you want youtube views you are going to have to play this game forever until nobody plays it, hope you at least enjoy the game a lot
Your cat was tweakin in the backround