: Unlike the "chance-to-hit" system in vanilla RimWorld, CE uses a ballistic model where projectiles fly along a trajectory and intersect actual hitboxes.
The adds logistical overhead that some players find tedious rather than engaging. While toggling ammo off is possible, defaulting to full metal jacket ammunition leaves players underprepared for mechanoid threats. rimworld run and gun combat extended
Example: A pawn with Shooting 10 using an assault rifle while jogging has ~40% of stationary hit chance. : Unlike the "chance-to-hit" system in vanilla RimWorld,
Close-quarters combat (CQC) becomes a high-stakes dance. A pawn equipped with a submachine gun can "flow" through a doorway or around a corner while spraying bullets. Because CE makes ammunition and caliber matter, a RunAndGun burst from a .45 ACP Vector is devastating at short range, reflecting real-world room-clearing tactics. The Kiting Balance: Example: A pawn with Shooting 10 using an
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