Combat Extended Run And Gun ●

How do you plan to configure your —will you focus on high-speed SMG flankers or a more balanced carbine-heavy approach?

If you use this alongside Combat Extended, you introduce a high-risk, high-reward dynamic.

equipped with buckshot or EMP rounds are devastating for mobile flankers, allowing them to deliver massive damage at short range and quickly reposition.

Run and Gun lets pawns – but with major penalties to accuracy. In Combat Extended, this is balanced by: combat extended run and gun

: CE's suppression mechanic means near-misses force enemies to hunker down or flee. Use Run and Gun to keep a constant stream of lead toward an enemy position while your melee units close the distance or your snipers find a better angle.

: CE replaces vanilla's RNG-based shooting with a physics-based ballistic model. When combined with Run and Gun, you can maintain suppression on enemies while your frontline moves into better cover.

: Don't forget to dive into the Run and Gun mod settings. You can adjust the movement and accuracy penalties to find the perfect balance between realism and "action movie" flair for your specific playthrough. How do you plan to configure your —will

Suppress an enemy with your heavy gunners while your SMG-wielding scouts rush their flank, firing as they close the distance.

In vanilla RimWorld , combat is stationary. A pawn stands still, aims, and fires. In , this "stand and deliver" mechanic becomes even more lethal. Because CE introduces "Suppression," pawns under fire will hunker down, crawl, and lose their ability to fight back effectively.

The SMG is the king of RunAndGun. With low aiming time and high fire rates, the accuracy penalty from moving is mitigated by the sheer volume of lead you’re putting downrange. Run and Gun lets pawns – but with

In Combat Extended, this behavior is heavily punished. CE introduces a robust suppression and accuracy system. When a pawn moves, their accuracy platisic plumets. But more importantly, CE simulates .

If you try to Run and Gun without preparation, your pawns will be "shooting from the hip" with massive movement penalties, wasting ammo and missing easy shots.

| Weapon Class | Effectiveness | Notes | |--------------|---------------|-------| | | High | Best for kiting – low move penalty, decent CQB accuracy. | | Assault Rifles | Medium | Usable, but better to burst then move. | | Shotguns | Medium-High | Short range, high stopping power – great for hit-and-run. | | LMGs / SAWs | Low | Heavy, long aim time – not recommended while moving. | | Sniper Rifles | Very Low | Almost useless on the move. | | Melee | N/A | Already run-and-hit. |