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Dont limit yourself, try CE if you want.
The steam mod scene has a plethora of additional options, that can launch properly without heavy work around patching.
No. Both have ups and downs over the other in that department, but there definitely isn't a better there.
RW combat is fully functional and perfectly enjoyable, but it really looks, feels and plays like a game, it's very arcadey.
CE changes things completely in a way that simply reloading the game and trying an encounter again often won't give you a different outcome, unless you have a ton of mounted heavy machineguns and cannons mounted along a wall, which is not something you can do until the end of the game, the idea of simply sitting behind defenses and firing at attackers just doesn't work, yes, there are embrasures, but even the most common mech snipers just don't miss shot and they will headshot every single one of your pawns trying to use them, CE is all about positioning, flanking and real time decisions, it can be easier in some ways, and it can be much harder in other ways.
You'll also often see people saying "CE is easy" then complain about mechs being impossible, a contradiction, just don't let these people know what a raid fully clad in power armor is like in CE, some mods add factions like that, or you can try fighting the empire, it will make centipedes seem easy to deal with.
As for compatibility issues, that's kind of a meme from years ago, CE is fully compatible with all of the popular mods out there, even the ones claiming it doesn't work with CE, and it still works with most of the obscure ones as well unless they are very obscure and they add equipment to the game.
This isn't the endorsement you think it is.
Long answer. CE is for people who dislike the vanilla combat's random nature.
The armor system in vanilla is quite simple, while CE's is far more complicated. In Vanilla, you compare weapon stats to armor and either get Full Damage, Half Damage, or No Damage. In CE, weapons have penetration values that subtract from the target's armor value, measured in mm. For instance, a gun with 5mm penetration and does 15 damage against 3mm worth of armor, would have the damage be reduced proportionally to the amount of penetration countered by armor, and in this example the damage would drop to about 6. Weapons that deal sharp damage like guns and swords that fail to penetrate, such as 5mm pen vs 10mm armor, will use a completely new and rather complicated formula in which the damage and penetration is converted into blunt, to see if you could at least leave a nasty bruise. The new armor system also prevents certain instances in which pawns will get seemingly lucky hits and gravely wound a pawn they shouldn't have reasonably harmed. Some people like this, other don't.
The addition of ammo makes the game far more tactile, and the loadout mechanic allows panws to utilize multiple weapons and freely swap ammo types for different occasions, such as Armor Piercing rounds and EMP grenades for Mechanoids. If you enjoy playing each combat scenario slowly like it's a game of XCOM, you might like this more tactical approach.
CE awards pawn combat skills more. High shooting skill pawns reload their guns more quickly and become more accurate at greater distances, and the change to accuracy mechanics will reduce instances of skilled pawns missing easy targets. For melee, the addition of a critical hit system as well as parrying creates a dynamic where pawns skilled in melee will greatly outperform those with poor melee skill, as the greater the difference in skill will cause the more skilled pawn to land more critical hits and parry more often against a less skilled enemy.
Cover in CE functions differently. Bullets actually have hitboxes as they travel, and they will have calculated height that drops with distance. So when a bullet looks like it's going to hit someone, it probably will. This also changes how shotguns work, as shotguns will actually fire a spread of projectiles instead of being hit or miss like in Vanilla. CE also adds fragmentation from explosions, so a grenade exploding nearby might tear up a pawn's legs if they aren't protected. Pawns will also actively crouch behind cover. Instead of cover functioning as a reduction to hit chance, cover will take advantage of the new projectile system to actually protect those parts of the pawn's body. So hiding behind a sandbag for instance will stop most bullets from hitting your lower half, so WEAR A HELMET!
Bleeding out is more serious, especially if an organ is hurt. Bleeding can be quickly staunched with the new stabilize mechanic, in which a doctor can use 1 medicine to stop all bleeding in a pawn temporarily, based on skill and medicine quality. This way, pawns that go down can be momentarily saved from bleeding out without immediately having to carry them to a bed.
These changes does however cause the game's balance to be thrown out of wack. Tribals and animals in particular become far less of a threat once you have guns. Which makes sense but it's certainly not very balanced. Likewise, until you get guns for yourself, pirates will be terrifying, and so would mechanoids.
TL;DR Overall CE changes a LOT. Calling it realistic is pointless because its a video game, I prefer the term "sensible" as it makes more sense in some cases, "Guns need bullets" "A dog shouldn't be able to bite through steel plates" "Getting shot is actually super deadly". Get CE if you want to completely change the combat to be more tactical and based around guns. If you just wanna mess with stuff like ammo management, get Yayo's Combat 3 (Continued).
Also, the incompatibilities thing is very much in the past. The mod updates roughly every 2 months and it brings with it multiple pre-built patches for all the popular mods, such as Vanilla Expanded, Fortifications, and Rimsenal. As well as other mods one might now expect like Ratkin or Alpha Mechs. The team works at a decent pace and they do take compatibility requests on their Discord. And yes, it's compatible with the new Vehicle Framework and some Vehicle mods, like Vanilla Vehicles Expanded.
Here is the list of currently supported mods, for anyone curious:
https://github.com/CombatExtended-Continued/CombatExtended/blob/master/SupportedThirdPartyMods.md
In short ; I realy like what it does to combat, I realy don't like ammo managment with so many ammo types. I could disable this, but I feel it will then gimp CE too much.
Set up the loadout to include the bow and stone arrows. The bow doesn't seem to like stone arrows but that is all I can make as a tribal. Click reload, nothing. Right click and stone arrow seems to be greyed out. Pawn has 18 of them in his inventory and another 30 or so in a stockpile. He just doesn't want to reload that bow.
Gave up in frustration as my fledgling colony slowly succumbs to starvation for not being able to hunt... for now.
I did have a blast as a solo mechinator and everything seemed to be working fine until a diablous decapitated my dude so I'm not sure what I'm doing wrong with reloading now.
^-- This. I agree.
Vanilla combat is excellent for this sort of game, IMO.