Nanoweave Armor

 is a suit slot enhancement available to all non-MAX classes. It is auto-granted at rank 5 to the Heavy Assault, at rank 1 to the Combat Medic, and it is otherwise unlocked and upgraded using Certification Points.

While equipped, nanoweave armor reduces damage taken to the body from several damage types. These categories are as follows;, , , /, and. Each rank adds another category in turn to the bonus, starting with sniper rifles at rank 1 and ending with anti-materiel rifles at rank 5.

Using one of the listed damage types to damage a player with Nanoweave Armor equipped will display a small icon (left) near your crosshair, indicating they have received reduced damage from your weapon.

Nanoweave Armor will reduce all damage taken by the player's health pool and personal shielding, although will not reduce the damage received by overshields such as the Nanite Mesh Generator. Nanoweave Armor will not reduce any headshot damage taken, nor will it stack with any other damage resistance buffs such as Resist Shield, Nano-Armor Cloaking, or the Safeguard implant, and in these cases only the highest source of damage reduction will be used. For weapons that also deal indirect damage, only the part of the weapon's damage that uses a resist affected by this enhancement will be reduced.

Stats
Each subsequent level of Nanoweave Armor after the first adds another resistance type to the 20% damage reduction benefit of the enhancement. The full complement of damage reductions at each individual level can be seen in the table below.

Certifications
"Reduces damage taken from non-explosive projectiles."
 * -|Infiltrator =
 * -|Infiltrator =

Infiltrator

 * -|Light Assault =

Light Assault

 * -|Combat Medic =

Combat Medic

 * -|Engineer =

Engineer

 * -|Heavy Assault =

History

 * Game Update Number 7
 * Fixed health and shield bars intermittently displaying as empty when wearing nanoweave.
 * Game Update Number 12
 * Health bars should no longer intermittently display as empty when nanoweave armor is equipped
 * Game Update Number 13
 * Improved explosives so they perform better against nanoweave equipped players
 * Performance Update Number 2
 * Nanoweave no longer increases the player’s health pool. It now adds a resistance against infantry small arms and rapid fire vehicle weapons only This change means that Nanoweave will no longer add survivability against damage types that it wasn’t intended to counter, like blast damage
 * The strength of Nanoweave against the valid damage types remains the same as before
 * Headshots will now always bypass the Nanoweave resist and do full damage
 * Nanoweave no longer stacks with the Heavy Assault’s Resist Shield ability. This was not intentional and it was granting the Heavy Assault too much survivability when compared to all other classes
 * All Nanoweave certs have been refunded
 * Warden: Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.
 * Minimum damage increased from 200 at 65 meters to 225 at 75 meters
 * Long reload improved from 3.5 to 3.4 seconds
 * C85 Canister: Nanoweave and MAX Kinetic armor protects against this damage type
 * AMR-66:
 * Minimum damage increased from 200 at 65 meters to 225 at 75 meters
 * Long reload improved from 3.5 to 3.4 seconds
 * Eidolon:
 * Minimum damage increased from 200 at 65 meters to 225 at 75 meters
 * Long reload improved from 3.5 to 3.4 seconds
 * The below explosives have had their blast damage reduced to match the Nanoweave change
 * NC Bouncer: Max damage reduced from 1225 to 1000
 * VS Proximity Mine: Max damage reduced from 1225 to 1000
 * C-4: Max blast damage range reduced from 2.5 to 2.0 meters
 * February 20, 2014 Patch
 * Hunter QCX
 * Minimum damage range increased from 30 to 35 meters
 * Maximum damage range increased from 50 to 60 meters
 * This makes the bolt a consistent 2 shot kill against full nanoweave targets for up to 40 meters
 * March 5, 2014 Patch
 * Heavy Assault Resist Shield and Nanoweave now properly resist Aircraft Machine Gun resist type.
 * Nano-Armor Cloak no longer stacks with Nanoweave armor
 * September 26, 2017 Update
 * MAX’s Kinetic Armor and infantry’s Nanoweave Armor now reduce different resist types by 20%, based on rank, instead of increasing the amount of resistance with each rank. This change allows low ranks of the ability to be immediately competitive with higher ranks in most situations.
 * Rank 1: Reduces small arms damage by 20%.
 * Rank 2: Reduces small arms and heavy machine gun damage by 20%.
 * Rank 3: Reduces small arms, heavy machine gun, and gatling damage by 20%.
 * Rank 4: Reduces small arms, heavy machine gun, gatling, and soft-point machine guns, damage by 20%.
 * Rank 5: Reduces small arms, heavy machine gun, gatling, soft-point machine guns, and anti-materiel rifles by 20%.
 * October 19, 2017 Update
 * Rank 4 and Rank 5 now also reduce damage by resist type 22 (Walker) anti-aircraft machineguns by 20%.
 * February 9, 2021 Update / Details and Undocumented Changes (Outfit Wars Returns)
 * An icon is now displayed beside the player's crosshair whenever they hit a target with a weapon whose damage type is reduced by Nanoweave Armor.
 * Does not apply to the 'small arms' resist type.
 * September 15, 2021 Update (A New Player Experience)
 * Equipping Nanoweave now reduces base movement speed by 10%, and Heavy Assault Shields are no longer affected by Nanoweave's resistance reductions.
 * Dev Note: We're aware that this change has been discussed a fair deal in the community recently, and are open to making modifications in the future as needed.
 * March 30, 2022 Update (The Arsenal Update)
 * Rank 1 Nanoweave now reduces Sniper Rifle (resist type 20) damage received by 20%, instead of Small Arms (resist type 2).
 * No longer reduces movement speed.
 * Dev Note: As part of the ongoing experiments with Nanoweave, we're pulling off the movement speed reduction and moving the resistances of sniper rifles into their own category that can be contested by this armor. Sniper Rifles traditionally have a low skill floor for the bodyshot damage they put out (yet feel bad when they're not given enough bodyshot damage, Daimyo being a good example.) Pushing more of the focus subtly toward headshots through this method is something we'd like to explore.