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.
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.
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.
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.
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.
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.