Enemies also get Run and Gun (if you enabled it). This changes everything.
When configured to work together, these mods completely transform the pacing of engagements. Combat Extended introduces realistic ballistic trajectories, ammunition management, and devastating armor mechanics, while Run and Gun removes the artificial restriction that forces pawns to stand completely still to fire a weapon. rimworld run and gun combat extended
uses RunAndGun to advance to the next set of boulders or walls, firing low-accuracy cover shots as they move. Once Squad B is safe, they take aimed shots while Squad A advances. ⚠️ Pitfalls to Avoid Enemies also get Run and Gun (if you enabled it)
CE's high base accuracy is offset by RnG's accuracy penalties while moving. This prevents pawns from being too overpowered while kiting, though you can adjust these penalties in the Run and Gun settings . ⚠️ Pitfalls to Avoid CE's high base accuracy
CE is a total overhaul of the combat system. It removes the rng-heavy, "hit chance" model of vanilla and replaces it with a realistic ballistic system, inventory management, and armor mechanics 1.2.2. Bullets have physical presence, armor actually stops bullets, and ammo matters 1.2.1 . Run and Gun (R&G)
To understand why this combination is so popular, you must look at how they complement each other's core philosophies: