Rimworld Run And Gun Combat Extended
Here’s a complete, ready-to-use text for a RimWorld Run and Gun + Combat Extended compatibility and setup guide, written as if for a mod page or a community post.
Meme Tier (Do it for fun)
- Minigun while running – 0% accuracy, but hilarious suppression. Pair with go-juice.
- RPG-7 while moving – Will kill your own pawn. Do not.
The Charge Rifle Problem
High-caliber weapons (like charge rifles or assault rifles) have massive recoil in CE. If you are standing still, you can burst-fire accurately. But as soon as a manhunter pack of panthers charges you, your pawns have two choices: stand and shoot (get mauled) or run (stop firing). This binary choice leads to unnecessary casualties. rimworld run and gun combat extended
RimWorld: Run and Gun + Combat Extended – Complete Integration Guide
Part 1: Making Them Play Nice – Setup & Configuration
2. Ammo Weight Matters
CE introduces ammunition bulk. If you are running and gunning, you are burning ammo at 3x the normal rate. Carrying 200 rounds of 5.56mm slows your pawn down. A slower pawn has a higher movement accuracy penalty. This creates a natural balance: fast scouts with SMGs and light ammo pouches vs. heavy gunners who must stand still. Here’s a complete, ready-to-use text for a RimWorld
Known Behaviors (CE Specific)
- Pistols & SMGs – Best for run-and-gun (low recoil, fast handling)
- LMGs / HMGs – Nearly useless while moving (accuracy drops to <10%)
- Shotguns – Moderate effectiveness; tight spread becomes erratic
- Sniper rifles – You can move-shoot, but don’t (effective range drops massively)
- Melee – Not affected (Run and Gun only affects ranged)