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APS shells have a maximum of 60 parts, so if you want to be really silly...
(You can hit the parts limit with 133mm or smaller guns)
Generally the best combination of damage & AP is ~2/3 gunpowder with sabot head & half/half solid AP/Sabot.
125mm (or 120mm) X 1m = 5x gunpowder, solid, sabot, sabot head
118.74mm X 2m = 11x gunpowder, base bleeder, 2x solid, 2x sabot, sabot head
As a note, stabilizer fins are good on bigger guns because their size is capped at 300mm.
If you really need to get through stacked armor, laser with 1+ Q-switch. It ignores armor stacking bonus and is easy to get 30 or 80 AP.
(because it ignores armor stack bonus, you only need 80 AP for heavy armor, 30 AP for metal)
Could also try HESH/HEAT, but they work better with bigger guns...
the shell is 5 gun powder, 1 visible tracer, 3 frag warhead with cone of 1, and composite head.
its 321m/s so its okay for anti air
Honestly it was stupid that frag were ever a good anti-armor round...
Sabot seems to be the best for it in the sabot head-solid shot-sabot body-x6 gunpowder casing setup if its 1 meter shells your using.
There is no argument, just stating how frag changed in v2.0.
CRAM can use hardener pellets to get silly high AP, but the rate of fire is so bad.
Also was talking about fragmentation, not explosives...
A 2m ball of explosives should be able to make a dent in armor ;)