Run and gun combat originated from the need for greater mobility and flexibility in tactical operations. Traditional static shooting positions, where operators would establish a fixed firing position and engage targets from a stable vantage point, were often ineffective in dynamic environments. By combining movement and shooting, operators could now quickly close with or displace from targets, while still delivering accurate and effective fire.
Trained ER&G operators did not aim in the traditional sense. Instead, they generated a probability cone of fire. At 7.2 m/s, a 5-round burst produced a 1.2m x 0.8m dispersion ellipse. While inefficient, this ellipse is sufficient for suppression and lucky hits in high-density target environments (e.g., trench clearing). run and gun combat extended
Enemy raiders will actively backpedal while hip-firing submachine guns or shotguns directly into your charging brawlers. Because Combat Extended makes unarmored point-blank gun wounds instantly fatal or crippling, melee charges across open terrain are entirely suicidal. 2. Suppression Weaponization Run and gun combat originated from the need
Armor behaves realistically by checking specific body coverage against bullet penetration values rather than rolling random percentage deflections. RunAndGun Mechanics Trained ER&G operators did not aim in the traditional sense
Classical shooting trains recoil response (after the shot). ER&G requires recoil anticipation 150ms before the shot, using the body’s forward momentum to cancel muzzle climb. We term this Kinesthetic Damping .
When active together, these mods create a high-stakes combat loop where a single mistake can ruin your colony.