NW5 allows at least 2 extra shots at maximum damage range for every automatic weapon, and gives 3 or more at further ranges against weaker weapons or with biolab regen. This 50% bonus HP opens up imbalances in all types of combat, from CQC TTK to long range hits landed, to being better than ASC while using medkits. 2 shots extra takes a relatively large amount of time. The SAW requires 40% more bullets to kill someone with NW5, and all the 167 damage weaopns require 33% more. This affects everyone not using NW, but it affects NC the most since the majority of their guns follow this high damage, low rate of fire model. Atlong ranges, NW5 is a complete game changer. Most guns now require three extra bullets, which is approximately 1 extra burst. When you are forced to fire 3 subsequent bullets at that range, whatever recoil you've accrued will affect those shots more than anything that's come before. Those last 3 shots required to punch through the bonus given by NW5 are the least likely to hit, making the "only three extra shots" argument an oversimplification of the situation, intended to mislead people about the superiority of NW. An accuracy of 50% (who has anywhere near that?) results in that 50% bonus health adding SIX extra shots of survivability, increasing your EHP at long ranges by far more than the "one, maybe two" figure commonly stated. On top of the extra burst required, we all know that at ~50-70 metres you can be clinically ******** and still survive a sniper headshot. The ultimate benefit of NW5 is its versatility, taking over some of the benefits of its main competitiors, ASC and Flak. A NW5 user has 750 health when his shields are completely down. As long as you are alive, a medkit restores you to 75% of a normal soldier's EHP instantly, making it a faster and safer way of surviving than ASC in hectic fights. An ASC user must wait another ~8 seconds on top of using the medkit to reach 750 HP. A NW user can trade hits with an ASC user until both are nearly dead, retreat, and be back at fighting capacity while the ASC user is still at 500 HP, waiting for the benefit of ASC to kick in. The only thing required while NW is equipped is that you stay alive, which is much easier than with any other suit slot unless you expect to be taking solely explosive damage. Even this area is protected against by NW, due to the linear nature of explosive falloff, the lethal radius decrease (0.5-0.75m) of the extra 50% health remains significant (cuts off 33% of the average splash radius). In its original +25% health state, NW was already the most popular suit attachment compared to the rest. It blocked 1 extra bullet at close range and 2 at long ranges, practically making you fire 4 more shots, or approximately one burst, to kill a NW5 user. Eventually, Flak was buffed to 50% during the time when explosives had not been nerfed yet, making it a situationally great suit option. The difference is the Flak protects against enemies that are more powerful than you, and nanoweave protects against enemies that were once equal to you. In the end, the nerf to vehicle splash damage, buff to AV options and buff to nanoweave makes Flak quite unnecessary, and NW remains overused. With all these benefits piling up, you'd have to be incredibly narrow minded to believe that the unjustified doubling of NW's effect affects only snipers, "those useless players who don't deserve to succeed because they do not fall into my preferred playstyles". The entire NC faction is hurt, ASC users (even after the buff) are fighting against instant 75% HP enemies, and even Flak armour is less competitive. Nanoweave armour not only unbalances the game, but offers too much of a "one cert fits most" strength. I know this thread will attract many emotionally vested NW deniers, but if you've read the whole thing then the final thought I want to leave with you is this: does the improved version of nanoweave benefit the gameplay fairly?