The following is a Higby essay on the leaked changes to NanoWeave Armor surfaced from the PS4 _Integration update and Wrel's comment left on ApolloPS2's YouTube video "THE DEVS DID WHAT?! Discussing Planetside 2's *PRESUMED* Nerf to Nanoweave (see pinned comment)" (), which is pasted followingly, with the most important sections highlighted, and how these changes do not align with the intended Goal: I thought that NanoWeave was going to be nerfed all the way back in February or so when I started thinking about this update in particular, and it's added to the reasons why I've been looking forward to this update so much, so when I read in the New Player Experience Progress article that it was receiving a nerf, I was quite ecstatic. To start off regarding the recent events, and I mean this with no disrespect, I initially thought that the movement speed penalty was originally a joke from reddit that had been blown out of proportion and perpetuated by Wrel scapegoat enthusiasts or something, but the more time went on and I kept seeing it everywhere, the more I became worried that this may actually be real, so I dug and found out about the accidental PS4 leaks and comment on Apollo's video, and that these were the source of this uproar, and I too was upset. It is unfortunate that the team's work got leaked to PS4, but this may actually be a blessing in disguise allowing for some early criticism, although some of it may not be as relevant given that some things may intertwine with changes in other fields which either haven't been discovered, leaked, or even implemented yet at all, and I will be as constructive as I can be regarding this topic in particular given the information that I have managed to find keeping in mind that this was a leak, therefore unfinished, therefore subject to complete reevaluation and change. Now, into the meat of things: the leaked changes as I understand them are that NanoWeave now provides a 10% global movement speed decrease (as I understand it everything is modified from the base), and that none of the resistances will apply to any Heavy Assault abilities. I will now talk about these and how I think they relate to the Goal Wrel mentioned, which, to put into other words as I understand it, is to invert NanoWeave from being the meta choice to becoming a safety net for new players. I believe that both of these changes do not untangle the root of the issue surrounding NanoWeave, and are instead a form of cover up to make this Suit Slot option seem like it has a place in the game with this form, and may not actually be beneficial for new players at all, in essence meaning that the Goal was not reached. I do not intend to say that creating a cover up is your intention, just that these changes reflect one more than your intention. The reason why is because new players should be learning the game as it should be, not how something that shouldn't be in the game in the first place is changing it for them, and for the worse; the reality is that even if skill ceiling players stop using NanoWeave, new players will be farmed regardless as NanoWeave doesn't, and shouldn't in its current or leaked form apply to headshots, and actually makes being hit overall, to the body and head, easier as they move slower. If you're on the skill floor, you're on the skill floor, and you have the ability to climb the steps, and you should be proud of the progress you've made. That's how it should be; no band aid for skill creates a more enjoyable experience for everyone. Asymmetry is not a bad thing to have in a game; it's unavoidable in this one especially and healthy for it in the right places and amounts, but fundamental things such as effective HitPoints have no place to be asymmetric within the same type of arms division (infantry to infantry direct damage, terrene to terrene, aerial to aerial). The asymmetry between veterans and new players should be related to skill and playstyle, not about a certain meta option like this. Additionally, regarding shuffling: the main issue with shuffling is the way this game's hitboxes interact with models, and latency may also contribute to this issue a lot, but it may not be the cause of it. Hitboxes often end up misaligned with models in ways they shouldn't be, and this is most easily seen in certain situations when fighting Anti Infantry MANA Turrets. Sometimes, maybe at certain distances, you will be aiming at an Engineer's head perfectly, and it will instead hit the shield of the turret off to one side or below. I believe this is particularly prevalent when turrets are aiming down and to the side, say on top of a stairway in an L building with large stairs (the one often connected to the banana building through two small bridges and overhead bars). On a side note, the leaked change also puts NanoWeave in the awkward position that it becomes the first Suit Slot option with a downside other than "I'm not using something else instead that is more suited for the situation I just got myself into." It's strange to me and another inconsistency that can be avoided. I do not believe NanoWeave should be removed. I believe it has a place in this game, just not in the form it has most notably taken on for the entire lifespan of this game, and that is, in some way more HitPoints against other infantry units. I would like to propose a different Goal for NanoWeave as well as some inspiration for implementation: NanoWeave Armor Goal For NanoWeave to become a consistent, nontoxic viable option that provides protection against nonexplosive vehicle damage for all players. Execution Remove Small Arms Resistance, include all resistances relating to nonexplosive damage from vehicles at 25%, add resistance to collisions so it's more difficult to be run over, apply resistance to headshots and Heavy Assault abilities as well. Peripheral Remove headshot multipliers on vehicle guns. And since we're at it, here are some other suggestions: Flak Armor Goal To become the explosive counterpart to NanoWeave Armor as per its suggested Goal above. Execution 50% resistance to all indirect damage (not direct damage). This would mean still being OHKed through being stuck by a sticky grenade, but not otherwise, being OHKed through a direct hit from a Decimator, and being OHKed by an L100 Python HESH on direct hit, not so in the case for its AP and HEAT variants, for a few examples. Kinetic Armor Same as NanoWeave Ordnance Armor Same as Flak Armor I also think Composite Armor for vehicles should also move to some form of resistance rather than just a flat out HitPoint increase as well like old NanoWeave was. Hopefully this outlines my general concerns and views properly, and I hope at least something could be learned from this giant block of text for at least someone, and hopefully for people on the dev team. If you read through this monster, you deserve many cookies with a big glass of milk. Thank you for reading and considering.