I just took a closer look at that PR and now I’m confused. When I first saw it I assumed it was nerfing phosphorus so that it’s damage scales with fire intensity instead of having the fixed damage number it used to have.
But now that I’m looking closer I’m confused by this line:
Let’s say you’re making a claymore, which has max intensity 20. If you give it 20 intensity then max_intensity - intensity would be 0 wouldn’t it? Does phosphorus do 0 damage if you max out fire intensity? Do you need to make intensity as low as possible to maximize phosphorus damage? That would make no sense so maybe I’m reading it wrong. To be honest I’m not even sure what “Fixes phosphorus smoke bypassing reaction limits” means, like what was even the supposed bug in the first place?
I’ve not tested any of this in game so I have no idea how it works in practice at this point. Hopefully I’m wrong and phosphorus doesn’t actually do 0 damage most of the time now.
Yeah a max cap m15 is so expensive to make since an 90/90 cyclonite/ANFO bomb gets you 99% there. Personally for me I like making these 60/60/30/30 fire bombs (cyclonite/ANFO/CLF3/Hydrogen) cause I can make 8 of them before briefing ends at the start of round. They aren’t the most powerful but they work great as utility bombs since you can use them as both weed clearing and stuns for a 5x5 area with its explosion.
At this point ive shifted to a napalm/phosphorus/ethanol based mix 10 napalm/20 phosphorus/30 ethanol (just fill in all gaps with Ethanol) for most of my creations because it acts just like white phosphorus in rockets just with better fire duration or some decent fire grenades. Although I am loving putting it in C4 it makes for some pretty wild stars