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Overall HEAT shells trade post-pen damage for a higher penetration value. In War Thunder HEAT warheads tend to be very inconsistent, sometimes they work well but sometimes they'll just scratch a crewmember. If I can avoid it I always use kinetic penetrators (APHE, APDS, APFSDS etc) over chemical rounds (HE, HEAT, HESH).
Ah okay cheers
Its interesting to see how games treat HEAT rounds differently Some games Use it as a godly ammo that only Germans get while you get it here were they seem very meh
I think for now i'll just stick with what im using, I mean if i know its going to one shot theres not really any point in switching
Later on you'll start to encounter HEAT-FS rounds, these rounds have significantly more penetration than kinetic based rounds (AP, etc) and are worth using.
Top tier HEATFS is laughable. Even if they're not affected by RNG at all, they still suck. Kinetic rounds like APFSDS are more reliable and they pen more. They don't get blocked by stupid obstacles or ERA's or slat armor.
Sometimes they fail miserably and other times they work like a charm.
I've had instances where I hit the main body part of a vehicle and I only slightly injured one crew member and then I had instances where I hit the tank copula and the entire crew died in one shot.
I think there is just a lot of RNG involved with HEAT shots and their damage model. I've even had experiences where I shot the exact same spot twice and the first time nothing happened but the second shot just knocked everyone out immediately.
Edit: Also since you mentioned the penetration aspect a lot in your post I'd add that the best thing about HEAT is that they do not lose their penetration power over distance. So if you have multiple rounds to choose from then it is always a good idea to bring along some HEAT shells in case you wanna shoot at an enemy that is 1000 m away because for a HEAT shell it doesn't really matter if the enemy is 100 m away or 1000 m away. Of course you have to take the increased angle of impact into account over the longer distances but this can also work in your favor if the armor plate that you are shooting at is angled to begin with so it is not always a disadvantage either.
The closest we have to what you're describing is the cap on armour effectiveness the T-34 driver's hatch has now, up to a maximum of 135mm effective thickness regardless of shell or angle, so as long as it doesn't ricochet a shell with 135+mm pen will go through.
Though it may feel low in game, rounds have the correct velocity in War Thunder. Even with modern guns waiting almost a second for rounds to hit at 1km is accurate.
Yep, unlike Heroes and Generals armour does not get weaker from multiple impacts with a handful of exceptions (ERA and add on composite protection being blown off), the idea was floated a few times but was never implemented for various reasons, one of which being Gaijin didn't like players not knowing what their armour could stop or what other's armour could stop.