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Using HE (high explosive) is good for killing/wounding the crew of an enemy ship and starting fires which I believe adds DoT (damage over time). But if you want to sink a ship quickly then your best bet is to use AP ammunition (armor piercing) which causes more damage to hulls.
Causing fires will apply damage over time and killing their crew will hamper their ability to slow down leaks or make repairs but if you want to just cause pure damage then your best bet is to get as close as possible and hit their waterline with AP ammunition.
No, it is not a good idea to shoot directly at the water as the the water will suck all of the kinetic energy out of your shells and they will sink to the sea floor just a few meters after impacting the surface. So aim as low as you can without hitting the water if you want to cause flooding and help them fill up like a bath tub.
Spread your shots out as well, don't just keep aiming at the same spot. Your goal is to cause as much flooding to as many different compartments of the ship as possible.
You want to fire when the enemy is at the top of a wave swell and hit as close to the waterline as you dare, so that the water goes into the hole when the ship troughs out at the bottom of the swell. Ideally, you are at the top of a swell as well so that you don't hit water.
Even more ideally, you want the ship to heel over into the hole, to go "helm down" by making a turn so that the deck tips in the direction of the hit. I don't think this is modelled, though.
That being said, I have made damage hitting the water very close to a ship. I am at close range when I do this, so I don't know if projectile speed falls off over time as it should. Although I do know about compartment flooding, I don't know if waterline hits flood faster, but I suspect this is the case. I'm not going to read all of that Patrick O'Brien and then not fire on the rise.
You're using it correctly then! A ship may take many dozens of hits to sink.
That is not what "fire on the rise" means. It means the rise of the own ship, refering to the rolling of the ship, so the shots of a broadside go into the hull and takelage of the enemy instead of hull and short into the water.
Or just to got more elevation or range for the guns.
I'm gonna have to try that sometime.
Does the game engine actually model in that much detail?
The flavor text of HE rounds states it causes more damage to crew. Abandoned ships will sink (eventually) from a single leak whereas manned ships tend to stop flooding on their own unless overwhelmed with damage. This, to me, confirms that the crew of NPC ships will try to stem or stop flooding damage.
when I run out of deck gun projo's and havent been able to find any while searching ships, the AA guns will sink em as well no problem. When I need to hurry because I'm under fire, ill direct a gunner on AA to shoot the ship I'm shooting manually with the deck gun.