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Page Contents Current As of Patch: 2022-07-13
The Moonshot
An experimental prototype based off the EM4 resulted in the Moonshot, a hyper-long range bolt-action sniper rifle. This sniper rifle fires with enough power to punch through an infantryman's armor mesh, potentially causing collateral damage on the other side.
Costs
DC Cost: Unavailable Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Sniper Rifles
Fire Rate: 40 RPM
Chamber Time: 1.65s
Muzzle Velocity: 680m/s
Effective Range: Long
Fire Modes: Bolt Action
Headshot Multiplier: 2.1x
ADS Move Speed Multiplier: 0.5x
Equip Time: 850 ms
Damage[?]
Max Damage: 750 before 10m
Min Damage: 450 after 325m
Damage Type: Sniper Rifles
Reload Speed
Short Reload: 3.86s
Long Reload: 5s
Ammunition
Magazine Size: 5
Ammunition Pool: 40
Accuracy[?]
Hip Aim
Crouch Still: 5.5 0
Move: 6.25 0.2
Stand Still: 6 0
Move: 6.75 0.55
Bloom per Shot: 1 1
Recoil[?]
Vertical: 0.3
Horizontal, Min/Max: 0.1/0.1
Horizontal Tolerance: 0.2
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 5
First Shot Recoil Multiplier: 1x
Data Sources?
Census DBG API source:

The Moonshot API Data

Census LF API source: The Moonshot API Data

The Moonshot is a sniper rifle available to the New Conglomerate. It is unlocked upon completion of the Master Sniper Rifles directive.

The Moonshot is an 'auraxium' variant of the EM4 Longshot, sharing most of the same base stats. Aside from the unique name and special 'auraxium' camo, The Moonshot earns an 50 extra damage within its maximum and minimum damage, an extra 30m/s of muzzle velocity, can pierce through one infantry target and additionally comes with a Straight-pull Bolt built into the rifle.

In exchange for these perks, The Moonshot suffers two downsides from its in-built compensator; the weapon's minimum hip cone-of-fire values are increased by 0.5 degrees while standing, 0.25 degrees while moving, and the weapon reveals the user on enemy minimaps 50 meters further away compared to the EM4 Longshot (150 meters versus 100 meters). Additionally, it has a .15s longer rechamber time than the Longshot.

Damage Fall-off[]

The two intermediate ranges listed are the ranges at which two bodyshots or one headshot, respectively, no longer kill a standard infantry target.

  • 750 before 10 meters
  • 500 at 272 meters
  • 477 at 297 meters
  • 450 after 325 meters

Attachments[]

Attachments
Optic
BDS (6x)

Built-in
If no optic is chosen, this scope is attached.
The New Conglomerate's versatile Bold Driver Standard uses a mil-dot reticle and 6x magnification.
M7 Optics (7x)

49 OR 30
The NC's square M7 Scope uses a mil-dot reticle and 7x magnification.
A-Eight (8x)

49 OR 30
Using a standard mil-dot reticle and 8x magnification in a circular scope, the NC's Albatross-Eight provides a solid advantage for long-range shots.
IO-10 (10x)

49 OR 30
The IO-10 by InfilOptics is a favorite among sharpshooters due to its 10x magnification and easy-to-use mil-dot reticle.
IO-12 (12x)

49 OR 30
InfilOptics released the IO-12 as the ultimate in telescopic gun sights. It features 12x magnification and a standard mil-dot reticle.
Barrel
Flash Suppressor

49 OR 100
A flash suppressor makes the shooter less visible to the enemy, but increases the range at which you appear on enemy minimaps by 15 meters.
Rail
Comfort Grip

49 OR 100
A comfort grip reduces the time it takes to swap to the weapon by 30%, reduces horizontal recoil by 20%, but increases vertical recoil by 20%.
Darklight Flashlight

49 OR 100
The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
The light can be turned on and off with Toggle Attachment hotkey.
Extended Magazine

49 OR 100
Increases the amount of ammunition in each magazine by 1 rounds, and the weapon takes 15% longer to equip and unequip.
Weighted Receiver

49 OR 100
Rebalanced material construction removes the weapon's aim down sights moving accuracy penalty, but the wielder moves 33% slower while aiming.
This weapon does not have any ammo type attachments.

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10mAfter 325m
Infantry Head 12
Torso 2(2)3(3)
Legs 2(2)3(4)
Infiltrator Head 11
Torso 2(2)2(3)
Legs 2(2)3(3)
Heavy Assault Overshield Head 12
Torso 2(3)4(4)
Legs 3(3)4(5)
MAX Head 711
Torso 14(17)23(28)
Legs 15(19)25(31)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 325m
Link=FlashFlash - 10 (on fire @ 8) 17 (on fire @ 14)
Composite Armor 4 - 13 (on fire @ 11) 22 (on fire @ 18)
Link=HarasserHarasser - 26 (on fire @ 21) 43 (on fire @ 35)
Composite Armor 4 - 31 (on fire @ 25) 52 (on fire @ 42)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 16 (on fire @ 13) 27 (on fire @ 22)
Composite Armor 4 - 18 (on fire @ 15) 30 (on fire @ 24)
Valkyrie Front/Side/Top/Rear 40 (on fire @ 32) 67 (on fire @ 54)
Bottom 80 (on fire @ 64) 134 (on fire @ 107)
Composite Armor 4 Front/Side/Top/Rear 46 (on fire @ 37) 77 (on fire @ 62)
Bottom 92 (on fire @ 74) 154 (on fire @ 123)
Dervish - 32 (on fire @ 25) 52 (on fire @ 42)
Composite Armor 4 - 35 (on fire @ 28) 58 (on fire @ 46)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Ribbons and Medals[]

It is possible to get both Ribbons and Medals for using The Moonshot. Each Ribbon is a standard reward for achieving a set amount of kills with the Moonshot. Medals relate to how many overall kills you have with the Moonshot.

Ribbons[]

Ribbon Icon Requirements
The Moonshot Service Ribbon
10 kills.
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
0 kills N/A
Copper Medal
10 kills Certification Points
Silver Medal
60 kills 10 Certification Points
Gold Medal
160 kills 20 Certification Points
Auraxium Medal
1,160 kills 200 Certification Points

History[]

  • March 30, 2022 Update (The Arsenal Update)
    • Anti-infantry sniper rifles now use a separate Sniper Rifles resistance (type 20).
    • Being struck by a sniper rifle now has more prominent audio.
    • Dev Note: The damage values for this new resistance are equivalent to small arms. This change will allow us to do is modify the bodyshot damage output from Nanoweave, as mentioned above.
    • Most Shotguns, Sniper Rifles, and Scout Rifles now use Comfort Grips, instead of Forward Grips.
    • Dev Note: Traditional Forward Grips offered no functional benefits to slow firing semi-auto weapons, so swapping them for Comfort Grips (which reduce the equip and unequip time of a weapon,) can be interpreted as a buff in almost all cases.
    • Rechamber from 1.5sec. to 1.65sec.
    • Minimum damage from 400 to 450.
    • Projectiles can now pierce through one infantry target.
    • Dev Note: This weapon becomes capable of one-shot a bit further out, and projectiles now pierce a single infantry target as an added bonus.
    • Added Flash Suppressor, Darklight Flashlight, Extended Magazine and Weighted Receiver.
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