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HEAT and HESH (High Explosive Anti-Tank = shaped charge; High Explosive Squash Head).
HEAT deals relatively little damage, but practically ignores unspaced armour. Good if you're hoping for a "lucky hit", or for use against very compact but tough designs. Generates all fragments at the first airgap (including wedges, slopes, etc.) or non-structural block.
HESH deals more damage. Fragments are also generated at the first gap, but not on non-structural blocks. Fragment AP depends on the last material's AC. Unlike HEAT, HESH needs direct contact, so it's useless against shields.
Try to maximise AP * kinetic_damage. Sabot should allmost allways be used alongside normal AP parts.
And they're good for sniping stuff that's protected against HEAT and HESH (-> spaced armour).
Depends a lot. AP of all kinds generally as fast as possible (which just comes naturally, due to maximising damage). Payload shells 200-600m/s depending on target, range, and your personal doctrine.
Most usefull for AP and APHE. Allthough all shell-types profit from having to use less propellant.
min{1, AP/(2 * AC)}. With other words, you need twice the target material's effective AC to deal full damage, below that it's a linear decrease.
HE or Frag. HE's damage will be more spread out, and "seek" weak-spots in the armour. Frag, on the other hand, will get through armour quicker.
Also, Hollow-Point heads. They convert the kinetic damage into thump damage - fixed AP (don't know how much), and they ignore armour-stacking, making them good vs layered armour (and the low AP-modifier of payload-shells matters little to them, as only kinetic damage matters). They are not quite as OP as they used to be, but still an interesting choice for payload-shells.
Enough high RoF 200~ mm HESH will wear ♥♥♥♥ down like wind against the mountain.
Especially if you're fighing stuff that has alot of fancy structural work because the HESH hits the little ridges and then sprays frags fekkin everywhere.
Downside is much like HE, it benefits from shell size. And it's countered by non-conductive blocks and EMP absorbers, hence why a lot of designs build their AIs inside wood, stone, rubber rooms. It also won't jump airgaps.
I like using EMP on large/medium torpedoes as those can pack a large EMP pulse, less often on guns because I think there's better use of warhead space. If enemie's shelds are down though, EMP can disable enemy ship's systems and help.. Things like shield projectors and LAMs are pretty EMP sensitive, but often protected by surge protectors for that reason.
So I tend to stick with HESH or Sabot shells. Rate of fire is also important, ie 500mm shells pack a nice punch, but might get deflected, so you may get more DPS from a fast-firing <250mm gun instead. I also tend to have several shell customisers with different loadouts so I can swap guns or a gun over to a different shell if an enemy's proviing awkward.
Also, explosion-radius is capped at 35m. Flak "snaps" onto vehicles if it's exploding further than that, but will still only damage blocks 35m from the closest point.
As said above, explosives are capped to 35 meters, but if you have a big enough payload, that damage at the edge can be about the same amount of damage that's delivered to the center of the explosion.
Large missiles are very good examples of payloads that get hard capped, but have almost full damage against everything they touch.