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Description

Nanite amplifiers gear
Nanite amplifiers heals a good amount of damage to the most hurt allied rig in its range. It has a 6 second cooldown however so consecutive abilities activated will not trigger more than 1 heal unless there is a 6 second gap in between activations. It does not require activation so it is easier on low APM players.

Heals a single target.

Strategy

Nanite Amplifiers allows for a higher level of healing, but with the trade off of

Pros

  • Rapid fire allows for a steady slow on multiple targets
  • Great harrassment tool minimizing risk
  • Scales well into the late game
  • Ideal hit and run weapon for drawn out fights and poking at enemy
  • Makes 1v1 against tanks easy with the proper micro, which can force a tank to retreat for healing allowing the rest of your team to take objectives or engage squishier enemy units.

Cons

  • Less range than the plasma rifle, meaning higher risk against enemy gunners and requires higher risk kiting.
  • Lacks burst damage as well as aoe making it less useful in fully engaged teamfights
  • Against gunners with higher DPS weapons or longer ranger weapons the Assault plasma can lose out
  • Slow is not as useful as burst damage/high dps for farming hives. The assault plasma gun is catered more for pvp.

Countering

  • Tanks can mitigate the CC such as the plasma assault rifles slow using crumple panels, drawing fire to allow other units to chase down or hit the gunner
    Nanite amplifiers equipped
  • Fight fire with fire. CC such as stuns from supports or slow from mass fields can allow tanks and other units to close the gap and prevent kiting
  • Another counter for tanks is to use initiation gear such as bull rush to close the gap quickly and use slow weapons such as slaggers or pulverizers to prevent escape.
  • Gunners typically have similar range, mobility, and DPS. A gunner with high DPS and/or burst damage can quickly melt gunners equipped with assault plasma guns.
  • The Plasma Rifle outranges the Assault plasma rifle and out damage's the Assault plasma rifle until late game. Use this to establish early game dominance and capitalize on this advantage.

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