AP/HE Shells
Дата: 27.12.2013 15:58:23
TheKroo: I recommend reading this, it will really clear your dilemma.
Shell Types
Armor Piercing (AP) Shell This shell does the full
damage listed on the gun specifications if it penetrates the
enemy's armor. However, if the shell doesn't penetrate the target,
it will bounce and do no damage whatsoever. It can also damage tank
modules and crew if it hits at the right spot. AP shells are
subject to normalization and lose some penetration value over
distance. AP shells normally cost credits; however there is one AP
round type, used by Soviet artillery armed with the 152 mm BR-2
gun, that must be purchased with gold.
Armor Piercing Composite Rigid (APCR) Shell This type
of ammunition has the highest penetration value (thanks to being
subject to normalization), but the damage value is the same as an
AP shell. It still has the AP shell characteristics, with slight
twists. APCR has a higher muzzle velocity than AP, meaning a shell
leaves your gun at a higher speed (resulting in less "leading" of
distant moving targets), however APCR also loses much more
penetration value over the same distance as AP. Generally speaking,
low caliber guns such as a 57mm gun will lose penetration at a much
faster rate than high caliber guns such as a 120mm gun. At the very
high end of tank gun calibers, the penetration lost over distance
is so minute that at the same range as AP, APCR will still have, or
at least have a similar, penetration value as AP. APCR shells
normally cost gold. However, 7.5 made APCR shells the standard
ammunition used by the new tier 10 medium tanks. Additionally, 8.2
made APCR shells the standard ammunition used by the 76 mm Gun T185
cannon, which can be mounted on the T71 American light tank, and
the T69 American medium tank. They cannot use AP ammo at all, and
instead can purchase this ammo using credits rather than gold.
Tanks whose guns default to APCR are also not subject to the same
penetration loss over distance as premium APCR, but still have the
higher muzzle velocity.
High Explosive (HE) Shell This shell has the highest
damage value among all the shell types in the game, but also has a
very low penetration value. These rounds have a very small splash
damage area. It doesn't need to penetrate to damage the target, but
the damage drops off quickly as the difference between the target's
armor and the shell's penetration value increases. If it manages to
penetrate the armor, it will explode inside the tank for the full
damage listed in the specifications, plus HE deals additional
damage to multiple internal modules and/or crew, depending on how
high the HE damage value is. HE shells typically have a maximum
damage value 25% higher than AP shells, rounded to the first
significant figure.
Premium High Explosive (HE) Shell Found in some SPG
guns, it has no significant difference to its HE counterpart other
than a larger splash-damage radius, which can be very useful for
hitting tanks just behind cover that can not be hit directly.
Rounds with this icon cost gold or the equivalent in
silver.
High Explosive Anti-Tank (HEAT) Shell This is the
Premium ammunition for most SPG-class, tank howitzer, and many high
tier tank guns. It carries a higher penetration value than AP, but
unlike AP and APCR, is not subject to normalization, and therefor
must penetrate the effective armor value at the given impact angle,
meaning HEAT will have trouble with very thick, sloped armor more
than AP and APCR. However, also unlike AP and APCR, HEAT does not
lose penetration value over distance. FAQ: When should I use AP or
HE? The general rule of thumb is; use AP on your own tier and below
and HE for tanks higher than you, but this depends upon your gun:
some are designed to use HE. Guns like the KV-2's 152 mm M-10 gun use a large
caliber round, but have a short barrel length. The large caliber of
the shell is substantial and carries a generous amount of
explosive-compound within, thus causing more damage. The drawback
is the shell leaving the gun will have a relatively low velocity
because of the short barrel length and thus, low armor-piercing
capability. When you factor in the poor accuracy and range, it's
simply a waste to use AP shells with this type of gun and HE should
be used exclusively. It is also highly recommended to use HE when
attempting to reset a cap. You do not need to be as accurate with
HE as a hit anywhere on an enemy tank will most likely cause even a
slight amount of damage, and any damage, even if it's only a single
hitpoint's worth or damaging a module, is enough to reset a tank's
acquired cap points to 0. Even a near miss with HE could cause some
module damage via splash. Since 8.1, gold ammo can now be bought
with credits/silver. In most cases, APCR and HEAT will be much more
effective at dealing with higher tier tanks than HE, which will
most likely only deal very minor damage and serve only to tickle
higher tier tanks with thick armor. However with APCR and HEAT, you
will most likely be able to abuse weakspots your gun would
otherwise need extreme angles to penetrate. Try experimenting with
different ammunition to see what your gun's capabilities are on
certain tanks. When mounting tier 6 guns and higher, you should
consider using AP and APCR/HEAT more frequently, as these guns have
enough penetration power to damage most tanks if you know which
tank and what part of the tank you should aim for.





AP/HE Shells