If you play RimWorld with the mod installed, you know the golden rule: positioning is everything. Gone are the days of your colonists acting like bullet-sponge Terminators. In CE, a single unlucky 7.62mm round can turn your legendary-level shooter into a cripple in the first second of a raid.
RunAndGun introduces a configurable accuracy penalty when moving. In Combat Extended, accuracy is already heavily influenced by the pawn's and Weapon Handling . When running and gunning, these penalties stack.
In vanilla RimWorld , your pawns have a frustrating habit: they see an enemy, start shooting, and then you tell them to move. They keep shooting while walking. It looks cool, but it’s inaccurate.
If you tell a pawn to fire a long burst from a Heavy Machine Gun and then immediately tell them to run, they don't just snap to attention. They are carrying 40 pounds of gear. The "Run and Gun" behavior in vanilla often leads to pawns wandering into the line of fire of their own allies or failing to take cover because they are "locking on" while walking. combat extended run and gun
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.
In CE, shotguns are devastating at close range. Using RunAndGun allows your "breachers" to sprint into a room and fire buckshot before the enemy can react.
Instead of running and shooting, use corners. Move your pawn to the corner of a wall to reveal an enemy, let them take the shot, and then move them back behind the wall (breaking line of sight) to reload or avoid return fire. This mimics the speed of run-and-gun but utilizes CE's cover mechanics. If you play RimWorld with the mod installed,
By integrating these two mods, you move beyond the static defense of killboxes and into a world where positioning, suppression, and mobile fireteams determine who survives the rim. RunAndGun [1.5] - Steam Workshop
: CE’s suppression mechanic makes enemies duck and cover. Using RunAndGun with a high-capacity weapon allows a pawn to keep an enemy suppressed while flanking or closing the distance for a lethal close-range shot. Reddit +3 Recommended Loadouts for Mobile Combat Role Recommended Weapon Justification Pointman Combat Extended SMG Low bulk and fast cooldowns make accuracy penalties from RunAndGun less punishing. Skirmisher Combat Extended Pump Shotgun High stagger potential can stop a charging centipede or raider while you backpedal. Flanker Combat Extended Machine Pistol Highest DPS at close range; ideal for "running in" to finish off suppressed targets. Tactical Tips for the Combo 12 sites Whats the verdict on CE and Run n Gun? Separately and Together. ... Dec 30, 2023 —
Some players feel that RunAndGun makes the game too easy. To keep your RimWorld playthrough challenging while using Combat Extended: In vanilla RimWorld , your pawns have a
Use Beanbag rounds for non-lethal captures or Slugs for punching through flak vests. 3. The Carbine (Assault Rifle Light)
Many players use the popular standalone mod simply titled . This mod allows pawns to fire while moving at a reduced speed and accuracy.