Y u torturin’ me doing choices? I use everything in that order: smoke, flare, explosives, emp, lures.
About lures: radios/boomboxes are finite, only on a few mainland spots (or mostly on Himfjall) you can get respawnable music lures. Comm. horns are salvageable from drones anywhere and thus less of a hustle to farm for them.
Once you learn how smoke works, you’ll love it. But in Nov’20 patch it got less utility, but gained more “thrilling dynamic fun” instead (of a “bane to cautious survivng players” kind). Still, great help in setting up traps in close proximity or sneaking around. Grg49 smoke still loud and more combat oriented though.
Explosives are fun in this game, but weak, so you have to free a lot of space to use it effectively. For example you’ll need around 30 red canisters to shred fresh FNIX tank, add risks of lures and detection proximity. Weight of ammo and meds you’ll gonna spend “classic way” up to 5-6 kg even with dilapilated quality. You Do The Math.
P.S.: I love “flying pie” and “plant at feet” styles with mines.
EMP is excellent stuff to carry around and safe to use by “setting 'em off” under feet unlike explosives. Such tactical, much use. But needs extra effort in skills either of player or character to be used, not wasted.
Meds: usually I use PRP as soon as possible, due to weight. Good idea would be not nubers of use, but either “charges = health to receive” and direct “healer” skill still do better job, even with “(absence of) extra healing” bug. StanFAK provides balance with healing power, efficiency and weight. AFAK is less weight efficient - for same weight you can get more health with SimFAK and StanFAK or same health with less weight. SimFAK gains greater utility against status effects as remedies to save up better stuff, due to slow cheap but long enough healing.
Fireworks and flares… that’s the usual stuff, when you wanna make machines look the other way for a few seconds. A bit unreliable, though. So either you gamble with single one or have to carry extra to throw extra.