Day9 (real big streamer and RTS fanatic, never played COH before).  The tactical pause is an outstanding idea to get new people into the game, well done there Relic.
https://clips.twitch.tv/FineThankfulKuduOhMyDog-S75cQ3XW0B3vi7G3
			Tactical pause is working
									13 Jul 2021, 21:22 PM
				
	#1					
								
					
				
		
    		            			
19			Posts: 1295 | Subs: 1
									13 Jul 2021, 21:31 PM
				
	#2					
								
					
				
		
Posts: 124
Yeah new features are good. 
			
		
									13 Jul 2021, 22:15 PM
				
	#3					
								
					
				
		
    		            							
			    		Posts: 1156 | Subs: 1
I'm glad Relic seems to be balancing keeping old players on and bringing new players in! This will definitely help older people like my dad enjoy the game ahahaha
			
		
									14 Jul 2021, 00:47 AM
				
	#4					
								
					
				
		Posts: 15
Tactical Pause is a no-brainer for single player.  Its meant to be fun and is the game mode relic intends for everyone to play, so there's no reason anyone should have to have good micro or high APM to play the campaign.  Idk how anyone ever thought it was coming to multiplayer tho, how would that even work lol?
			
		
									14 Jul 2021, 05:03 AM
				
	#5					
								
					
				
		Posts: 224
Battlefleet Gothic (the first game at least) had tactical "pause" in multiplayer, each player could initiate a "pause" (the game would slow down to around 0.2 speed) and you had a metre would deplete while it was active and very slowly regenerate so you couldn't use it often. The catch is, of course, the opponent can also plan while you're using it and since the game is still running they have time to counter whatever you might be planning. It wasn't a bad feature at all and I wouldn't be adverse to something similar here.
			
		
									14 Jul 2021, 07:43 AM
				
	#6					
								
					
				
		Posts: 999 | Subs: 1
Battlefleet Gothic (the first game at least) had tactical "pause" in multiplayer, each player could initiate a "pause" (the game would slow down to around 0.2 speed) and you had a metre would deplete while it was active and very slowly regenerate so you couldn't use it often. The catch is, of course, the opponent can also plan while you're using it and since the game is still running they have time to counter whatever you might be planning. It wasn't a bad feature at all and I wouldn't be adverse to something similar here.
that'd be an awesome feature for coh3 as well honestly. as long as the uses are limited to only 2 or 3 per player/team per match it shouldn't feel to abusive either.
									14 Jul 2021, 07:59 AM
				
	#7					
								
					
				
		Posts: 1794
that'd be an awesome feature for coh3 as well honestly. as long as the uses are limited to only 2 or 3 per player/team per match it shouldn't feel to abusive either.
i rather more work done on more rng to slower the TTk and make collateral damages more serious harm.
still not loving why plane crashes were dialed to nothing nowadays
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