| Mod Setting | Recommended Value | Rationale | |-------------|------------------|------------| | RunAndGun_AccuracyPenaltyMoving | 0.8 | 20% base accuracy loss when moving | | RunAndGun_AccuracyPenaltyWalking | 0.9 | Minimal penalty for slow movement | | RunAndGun_EnableForEnemies | true | Fairness; but expect harder early game | | CE_SuppressionAffectsRunAndGun | true (mod patch needed) | Suppressed pawns get double accuracy penalty |
TACTICAL MANEUVER: Kiting Protocol
From RimWorld forums and CE GitHub discussions (2023–2025): rimworld combat extended run and gun
Integrating the overhaul with the high-mobility features of RunAndGun transforms RimWorld into an unforgiving, fast-paced tactical shooter . Vanilla RimWorld relies heavily on a percentage-based random number generator (RNG) for shooting, meaning pawns stand completely still while trade-firing from cover. This combination rewrites those rules by replacing abstract math with realistic ballistics, true-to-life armor simulation, suppression mechanics, and mobile combat firefights . | Mod Setting | Recommended Value | Rationale