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HE has its damage reduced by armor fairly significantly, mainly due to the fact that it in itself has an extremely negligible AP value. HE/Frag however deals large AOE damage, which means if it can beat the armor of the target, there will be rather large holes in the target.
AP shells usually deal high impact point damage, primarily because they will inflict high AP value damage, often meaning that they will do full damage to blocks affected.
Combining the two, by making an APHE shell (weirdly people that play FTD reverse the order and call them HEAP, but that would be true if the HE was coating the AP) enables lower AP damage, but usually higher damage to internal components because the AP portion of the shot will pass through then the HE part will take effect.
HEAT/HESH shots don't really deal external damage, but that depends on the special factor of your shells. They apply fragments past the point of initial impact. They both largely do the same thing, except HEAT is more directed damage, where HESH sprays a lot as a result of the design.
http://steamcommunity.com/sharedfiles/filedetails/?id=546826453
I made this guide a while ago with some (what I deem) sensible rounds at the bottom half of the guide.
For example start off with only HE warheads and an inertial fuse with at least a moderate gauge >100cm you should be getting a decent explosion radius which will allow you to damage most shielded enemies without needing to penetrate their shields.
Pure AP rounds are easier, just start off with a sabot head and the rest as gunpowder and then start replacing gunpowder with solid warhead bodys until you would drop under 20 AP. Then you might want to optimise by replacing the last gunpowder with a base bleeder or the solid warhead body after the sabot head with a sabot warhead body.
As far as I'm aware HEAP is not a shell designation anyone uses. HEAT is a shaped charge round, correct.
HEAP, is usually named APHE (armor piercing high explosive), it penetrates armor, then explodes.