RunAndGun

When combining with Combat Extended (CE) , you are merging two of the most impactful tactical mods in

is the ultimate power couple. While CE overhauls the game with ballistic physics, ammo, and extreme lethality, RunAndGun adds the mobility needed to survive it—or make it even more chaotic. Why This Combination Works

Part 8: Common Pitfalls & Troubleshooting

| Feature | Vanilla Run & Gun | With Combat Extended | |---------|------------------|----------------------| | Move-shoot toggle | Yes (default H ) | Same key, works | | Accuracy while moving | Flat penalty | CE ballistics + moving penalty (stacked) | | Weapon types | All weapons | All CE weapons (including LMGs, rocket launchers) | | Ammo | Ignored | Required – moving consumes same ammo | | Suppression | No | You can be suppressed while run-and-gunning | | Reloading | Can’t reload while moving | Cannot reload while moving (locked) |

Weapon Weight Matters

: Lightweight weapons (like SMGs or pistols) have lower movement penalties compared to heavy ones (like LMGs or sniper rifles) when using RunAndGun.

Combat Extended Settings

How to Install and Use Run and Gun Combat Extended

Load Order (Stable)

Enemy AI accuracy penalty

→ In Run and Gun settings, set to 0.4 or lower. CE doesn’t balance enemy move-shoot by default.