1. Pre-launch Weapon Prep

Mobalytics public beginner notes call out a simple but expensive mistake: guns and cannons need the correct ammunition loaded before they are useful. Treat ammo as part of the weapon slot, not as a separate afterthought.

  1. Load before leaving:

    Check personal weapons, ship guns and spare ammo before the run starts. A strong cannon with no shells is dead weight.

  2. Give each gun a job:

    Pick whether the weapon is for self-defense, leg pressure, area denial or finishing a disabled target.

  3. Keep repair in the same plan:

    If the Trampler loses mobility, the best turret on the ship cannot save a bad angle forever.

2. Weapon Roles by Run Goal

Run goalWeapon planWhat to avoidRead next
Beginner loot runLight self-defense, enough ammo to escape pressureStarting fights for practice while carrying materialsBeginner
Solo routeWeapons that buy distance and discourage chasingHeavy setups that make every loss painfulSolo
Trampler duelShip guns assigned to mobility pressure and angle controlShooting armor with no target priorityCombat
Squad PvPDriver, gunner, spotter and repair roles agreed before contactEveryone looting while no one guards the hullTrampler

3. Ammo and Cannon Checks

Public guides repeatedly frame ammo as a survival resource. The practical question is not "how much can I carry?" but "can I fire long enough to escape, repair or finish the fight I chose?"

01

Match ammo to weapon

Use the item database before launch to verify weapon, turret and ammunition categories.

02

Separate fight ammo from loot

Do not bury spare ammo below trade goods and crafting materials if a gunner needs it fast.

03

Stop after the goal is solved

If ammo let you escape or protect a crate, extract instead of turning the run into a second fight.

4. Turret and Ship Gun Decisions

Use turrets as part of Trampler movement, not as decoration. A gun that cannot cover your escape line, extraction approach or repair window may look strong in the database but feel weak in the field.

NeedBetter choiceWhy it matters
Escape from a chaseConsistent pressure and clean anglesThe driver needs time and space more than a perfect kill shot.
Fight around legsGuns assigned to mobility pressureInto Indie Games notes leg pressure as a useful Trampler combat target.
Hold extractionCoverage near the ship and rope pathExtraction creates visibility, so the ship needs a guard plan.
Practice PvPCheap, repeatable loadoutsLearning angles is easier when each loss does not erase your best gear.

5. Rarity, Stats and What to Keep

Rarity is useful as a quick scan cue, but it should not be the only decision. Compare category, role, ammo demand and stat fit in the database before selling or equipping a weapon.

Common / Uncommon:Good for learning, replacement loadouts and practice runs.

Rare / Noteworthy:Check whether the weapon solves a real run problem before risking it.

Remarkable and above:Plan the whole Trampler loadout around it, including ammo, repair and extraction discipline.

6. Weapon Mistakes That End Runs Early

  • Equipping a strong weapon without the right ammunition.
  • Starting PvP after the backpack already holds the mission loot.
  • Putting all players on guns while no one watches repairs, flares or third parties.
  • Selling lower-rarity weapons before building a cheap practice loadout.
  • Ignoring the database category filter when comparing weapons, turrets and ammo.

Next Reads

Sources