40mm Autocannon
40 mm Autocannon is worth mounting when the Trampler can stay fed on 40 mm shells and keep a firing lane long enough to cash in on steady auto-gun pressure.
Deck space, heavy ammo, and repair attention are the real cost of a mounted weapon. A cannon pays back when it pressures another walker, protects cargo during extraction, or clears threats near towns and forts without draining the route. A high-damage weapon still fails when its tier, reload, accuracy, and deck placement do not match the raid.
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40 mm Autocannon is worth mounting when the Trampler can stay fed on 40 mm shells and keep a firing lane long enough to cash in on steady auto-gun pressure.
40 mm Autocannon Armored is worth the mount slot when the Trampler can stay fed on 40 mm shells and actually hold firing angles long enough to use the armored body.
70 mm Shotgun Cannon makes sense when your Trampler can stay loaded with standard shotgun-cannon shells and actually press close fights.
70 mm Shotgun Cannon Armored makes sense when your Trampler can stay loaded with standard shotgun-cannon shells and actually bully fights up close.
80mm Naval Cannon makes sense when your Trampler can stay fed on 80 mm shells and actually take the kind of fight where a heavy cannon matters.
80 mm Naval Cannon Armored makes sense when your Trampler can stay fed on 80 mm shells and actually take the kind of fight where a heavy cannon matters.
Experimental 2x70 mm Twin Shotgun Cannon is the unarmored T4 twin-shotgun turret, so it fits only when your Trampler can push close angles and keep the shells coming.
Experimental 2x70 mm Twin Shotgun Cannon Armored is the armored T4 twin-shotgun turret, so it only makes sense when your Trampler can actually feed a two-shell close-pressure mount.
Experimental 2x80 mm Cannon is the unarmored T4 double-cannon turret, so it fits builds that want heavy-shell pressure without paying for the armored housing.
Experimental 2x80 mm Cannon Armored is the armored T4 double-cannon turret, so it belongs on builds that can afford heavy-shell pressure, not just admire its rarity.
Experimental 40 mm Autocannon gives a Trampler experimental 40 mm pressure without the armored body, so it makes sense only when shell supply is already solved.
Experimental 40 mm Autocannon Armored gives a Trampler sustained 40 mm pressure, so it only belongs on runs that can feed the gun and afford the repair burden.
Experimental 80 mm Railgun gives the Trampler heavy railgun pressure without the armored body, so it only makes sense when shell supply is already locked in.
Experimental 80 mm Railgun Armored gives the Trampler a protected heavy railgun line, so it only belongs on fights that can justify the shell cost and upkeep.
LMG Walker T1 is the plain 8x21 mm Trampler gun for crews that want steady 50-damage fire without committing the slot to an armored shell or heavier cannon ammo.
LMG Walker T1 (Armored) is the armored 8x21 mm Trampler gun for crews that want steady 50-damage fire and would rather protect the mount than jump to shell weapons.
LMG Walker T2 is the early unarmored Walker LMG pick when the Trampler needs steady 8x21 mm pressure and the route does not demand shell burst.
LMG Walker T2 (Armored) is the early armored Walker LMG choice when the Trampler needs steady 8x21 mm pressure instead of spending shells on every contact.
LMG Walker T3 is the later unarmored Walker LMG choice when the Trampler wants sustained 8x21 mm pressure from safer firing angles.
LMG Walker T3 (Armored) is the later armored Walker LMG choice when the Trampler wants sustained 8x21 mm fire and expects longer exposed trades.
LMG Walker T4 - Armored, No Overheat is the top Walker LMG pick when the Trampler wants uninterrupted 8x21 mm pressure and expects return fire on the mount.
LMG Walker T4 - No Overheat is the top unarmored Walker LMG pick when the Trampler wants uninterrupted 8x21 mm pressure from safer angles.
Pristine 40 mm Autocannon feels like the cleaner top-tier 40 mm pick when you expect safer angles and do not need the armored body to carry the idea.
Pristine 40 mm Autocannon Armored feels right when you expect steady return fire and still want a top-tier 40 mm gun staying online on the Trampler.
Pristine 70 mm Shotgun Cannon feels like the cleaner top-tier shotgun-cannon pick when you want brutal close-range output without asking the gun to tank much return fire.
Pristine 70 mm Shotgun Cannon Armored feels right when you want brutal close-range Trampler pressure and expect the gun to eat real return fire while doing it.
Pristine 80 mm Naval Cannon is the long-range Trampler cannon that pays off when your crew wants precise component hits instead of close brawling.
Pristine 80 mm Naval Cannon Armored feels like the big-gun pick when the Trampler wants heavy shell pressure and expects to keep that cannon exposed under return fire.
Rusty 40 mm Autocannon is the forgiving 40 mm generalist for crews that want steady Trampler fire instead of a harder all-in cannon.
Rusty 40 mm Autocannon Armored is the forgiving 40 mm generalist for crews that want steady Trampler fire instead of a harder all-in cannon.
Rusty 70 mm Shotgun Cannon is the close-range Trampler bully that pays off only when your crew can force short fights.
Rusty 70 mm Shotgun Cannon Armored is the close-range Trampler bully that pays off only when your crew can force short fights.
Rusty 80 mm Naval Cannon is the entry long-range cannon for crews that want component shots, not brawling damage.
Rusty 80 mm Naval Cannon Armored is the entry long-range cannon for crews that want component shots, not brawling damage.
Stationary Turret Control starts paying off when the Trampler can spare both the slot and the 80 mm shell space to make controlled fire matter.
Worn 40 mm Autocannon fits best when worn-tier 40 mm pressure matters more than spending the slot on the armored body.
Worn 40 mm Autocannon Armored fits best when worn-tier 40 mm pressure matters and enough return fire is coming back for the armored body to matter too.
Worn 70 mm Shotgun Cannon fits best when worn-tier shotgun-cannon pressure matters more than spending the slot on the armored body.
Worn 70 mm Shotgun Cannon Armored fits best when worn-tier shotgun-cannon pressure matters and enough return fire is coming back for the armored body to matter too.
Worn 80 mm Naval Cannon fits best when worn-tier heavy-cannon pressure matters more than spending the slot on the armored body.
Worn 80 mm Naval Cannon Armored fits best when worn-tier heavy-cannon pressure matters and enough return fire is coming back for the armored body to matter too.
The mounted gun to build is the one the deck can actually feed, power, and protect. Firing angle, reload time, projectile type, and ammo supply matter before raw damage.
Target type comes before cannon size: light enemies, exposed players, armor plates, or another Trampler. A cannon that wins long-range pressure can be worse at stopping boarders if it fires too slowly or cannot cover the deck.
Weapon tier and ammunition decide how expensive each shot feels. A high-tier gun becomes a liability when shells or rockets push out repair parts and loot space.
A mounted gun needs a deck with firing angle, access paths, power support, and enough room to repair damage. Bad placement turns reload time into a fight-ending weakness.
Mounted weapons matter most when another Trampler can escape or ram the route. Faster weapons keep pressure on moving targets, while heavier cannons pay off when the fight can be forced to slow down.
No. Mounted weapons spend deck space, heavier ammo, and repair time, so they pay off only when the Trampler can keep them powered, loaded, and protected.
No. Higher tier guns cost more to support and reload. They are only better when the Trampler has the ammo, power, deck angle, and repair space to keep them firing.
The safer early weapon is the one that can stay fed and repaired. A lighter cannon that keeps firing is safer than a heavy gun that runs dry before extraction.
No. Deck space, ammo storage, reactor support, and access paths decide whether the mounted gun stays active or turns into exposed cargo.