Would HESH be overpowered if it "penetrating" a vehicle triggered overpressure?

I know already how 1.69 HESH worked - I was there when it was around.

I do not foresee it causing a significant BR increase, due to nearly every tank with said shell either already being quite high BR (all 8.0 entry MBTs), a glass cannon with a better shell, or a derp gun with a painful reload and sometimes also terrible shell velocity.

The FIAT 6614, M50 Ontos, Type 60 SPRG, Spz LGS would all go up somewhat, but frankly those probably need to go up anyways and get the hell out of late WW2 tier, so this can be their boot.

The M56 and other 90mm HESH armored cars all have better rounds to use in most situations. Early MBTs with 90mm HESH are in a similar spot.

Reverting to old hesh wouldnt changes brs. Making them one shot a lot of tanks by aiming in their general direction would.

No that isn’t the way it works. IRL or IWT.
IRL: HESH works by creating that scabbing. There is no “overpressure” and the shockwave does not go past the armor (that is why it works in the first place). Likely those reports are anecdotal, or caused by the blast effect from open hatches.
IWT: “Overpressure” is like a catch all for all the various ways that “Significant Emotional Events” can be inflicted upon a vehicle. Sheer blastwave breaking things and causing structural failure (old school “hull break”), and the penetration of armor by blast propelled fragments.
HESH is underwhelming because it is all or nothing on one hand for “penetrating” armor, but gains none of the fragmentation penetration of a HE shell.
It is modelled fairly accurately in the game and does not need to be buffed.

g u h

Most wack take I have ever seen on this

You did notice the italics right?
OTOH
There is a reason why HEAT type warheads are used far more often than HESH.

What about cases where hatches are closed, yet the sound blast alone from it “penetrating” the armor blows out crew eardrums? Even 90mm HESH did that in Korea to T-54s, to which it would do xxxx all to ingame. Isn’t a sound blast like that functionally a large part of overpressure?

To my understanding, pressing the explosive up against the armor causes the shockwave to be transmitted partially through the armor, which is how it causes the scabbing in the first place. It causes the tank’s thin angled armor to act like part of the shell’s casing and split apart. That to me sounds awfully similar to overpressure.

Also no, HESH is not well-modeled in WT at all, where fragmentation is barely surface-level and only straight down from the armor plate, when real records show it spraying in a cone into the tank’s interior provided the impacting round is big enough.

To my understanding HEAT is used because it penetrates more armor, particularly reinforced concrete.

Well, after testing, it seems that the supposed change to the HESH does not exist, since they are still the same semi-useless bullets as always.I shot the barrel of an SPH with a 120mm HESH and didn’t break anything at all. Once again gaijin has made us fools.

No. Its caused by the interference between the shockwave of the reflection from the inner face of the solid matter (armor, concrete, etc) inducing a sheer force on the material

That is not the “sound blast” but literally the overpressurization, which is not the same thing as WT’s Overpressure. This is caused by any input energy into an enclosed space increasing the gas pressure, which is very detrimental to soft tissues. HEAT penetrations will do the same effect.

You have it backwards, the phenomenon that is exploited by HESH is functional against effectively any thickness of density monolithic material. But any kind of variation of density (like steel to fiberglass) or standoff disrupts it. HEAT is far more tolerant of inconstancies in the target material (composites, spaced, etc. armor) and obstructions.

You also have that backwards. The scab that comes off has a vector at 90 degrees to the inner surface of the armor. So if the armor is angled, the fragment(s) is going to travel “down” not in the same trajectory of the original projectile.
The probelm in WT is that this isn’t modelled in the game, because I suspect Gaijin just reused the same code that models HEAT with some modifications to its parameters.