Guide to Angling in World of Tanks


This guide explains the concept of “angling” in World of Tanks (WoT).

Angling is turning the hull (body) of your tank so that the front of your tank is pointed slightly to the left or right of your target.

Proper angling increases your tank’s effective hull armor, which can cause incoming shells to ricochet or bounce – i.e. angling increases the probability that a shell fails to penetrate armor. Angling can also cause indecision on the part of your opponent as they debate where to aim.

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Posted in Guide, PVP, Video, World of Tanks

World of Tanks Video: M8A1


In this video, I discuss the capabilities of the M8A1, a tier 4 American Tank Destroyer, in a tier 6 battle in World of Tanks (WoT). The M8A1 is a mobile glass cannon that can snipe from great distances with an accurate gun.

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Posted in PVP, Tank Destroyer, Video, World of Tanks

The End of Culling in Guild Wars 2, a.k.a. Choose Your Own Lag


Guild Wars 2 (GW2) launched with a system called “culling”, explained by Habib Loew of Arena Net (AN) as follows:

In order to cut down on the network resources that were used by the game and to reduce the client-side system requirements, we implemented a culling system, which imposed a limit on the number of characters that could ever be reported to your client. This meant that only the characters closest to you would actually get reported.

While this achieved our goal of limiting bandwidth and client-side resource utilization, it had the unfortunate side effect of causing large battles in WvW to be confusing, as there were sometimes many enemy players that were completely invisible. Additionally, there were side effects of culling which could result in stealth characters getting up to two seconds of additional invisibility when coming out of stealth.

While culling created some negative experiences and was a sore point with the community, it also helped to prevent the kind of client-side lag due to mass combat that I’ve experienced in every other MMORPG, including WAR, Aion, and SWTOR. In those games in mass combat, the frame rate dropped significantly and the game client sometimes froze for periods of time as it struggled to render all of the characters and their actions.

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Posted in Game Design, Guild Wars 2, PVP, World of Warcraft

Guild Wars 2 PVP Video: D/D Elementalist in WvW [Vol 2]


The Feb 26th update brought several nerfs and a fix to D/D Elementalist:

  • Ride the Lightning: This ability’s recharge has been increased to 20 seconds (previously: 15 seconds)
  • Soothing Disruption: Vigor and regeneration boons granted by activating cantrips have been reduced from 10 seconds to 6 seconds.
  • Zephyr’s Boon: Fixed a bug that caused Shocking Aura to apply double the boons of other auras.

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Posted in Elementalist, Guild Wars 2, PVP, Video

My Perspective on Foundation Principles 2 Through 4 for Camelot Unchained


You’ve probably heard that former Mythic studio head Mark Jacobs is back in the saddle again. He is laying the groundwork for an MMORPG called “Camelot Unchained” (CU) that will be funded via Kickstarter.

Jacobs has been a significant player in the gaming industry, as his studio launched DAoC (Dark Age of Camelot) and WAR (Warhammer Online), the former being the RVR experience many players point to as the one they loved the most, and the latter not so much. For the record, I played WAR but not DAoC.

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Posted in Business Analysis, Camelot Unchained, Elder Scrolls Online, Game Design, PVP, World of Warcraft
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