Proponents of Combat Extended praise its depth and realism. They argue that vanilla combat feels arbitrary and unsatisfying, with armor providing inadequate protection and tactics mattering little. CE makes , and the suppression system enables advanced tactics beyond simple killbox design. The feeling of a fully equipped supersoldier shrugging off primitive arrows while suppressing an entire raid with machine gun fire is deeply satisfying for many players.

| Problem | Solution | |---------|----------| | Pawns never hit anything while moving | Reduce move shooting accuracy multiplier to 0.4 in mod settings | | Enemies too strong with Run and Gun | Disable "enable for enemies" – but where's the fun? | | Ammo not reloading while moving | Update the compatibility patch | | Friendly fire incidents spike | Increase friendly fire threshold to 95% | | Performance drops | Limit Run and Gun to drafted pawns only (disable for animals/hunters) |

In CE, you cannot tank damage; armor wears down and bullets kill quickly. Run and Gun allows your pawns to fall back to cover while firing , keeping the enemy suppressed.

Are you fighting more or Mechanoids/Insectoids ?

Pawns must carry extra ammo in backpacks or vests.

Moving makes pawns walk slower while shooting.

Armor uses a definitive thickness system (in millimeters) rather than a percentage chance to deflect damage. If a bullet's penetration value is lower than the armor's thickness, it bounces off completely.

Let heavy gunners stand still while light troops move.

Combining with Combat Extended completely revitalizes RimWorld’s combat loop. It bridges the gap between a traditional colony simulator and a hardcore tactical real-time strategy game. While the learning curve is steep, and a single mistake can result in the loss of a pawn, the sheer satisfaction of executing a flawless, mobile tactical flank makes this mod combination an absolute must-try for any veteran RimWorld player. If you want to optimize this setup, tell me: Share public link

The mod is particularly notable for its exceptional compatibility with other gameplay mods. It works seamlessly with , allowing pawns to fire while riding animals, and has seen significant compatibility improvements with mods like Dual Wield.

In vanilla, RunAndGun can feel "cheesy" because you can outrun slow enemies forever. In CE, this is balanced by Weight and Bulk

Firing on the move lowers accuracy. To counter this, look for ammunition types in CE that offer velocity or accuracy bonuses, such as Sabot rounds or Match-grade bullets, ensuring that the few shots you do land while sprinting count. Conclusion

The million-credit question for many RimWorld modders is whether these two transformative mods work together. The answer is nuanced:

In Combat Extended, bullets scare your pawns.This is called suppression.If a pawn is suppressed, they crouch and move slowly.Run and Gun allows you to shoot back while trying to find cover.This can save your pawn's life. 2. Ammo Management on the Move

Equip your "runners" with weapons that have low aiming time and decent accuracy-on-the-move, such as the MP5, Uzi, or combat shotguns. 4. Essential Setup and Tips for Success