Spiker

The  is a pistol available to the Vanu Sovereignty. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Spiker is a short-range burst-damage pistol, quickly firing two moderately damaging shots for quick bursts of damage. Uniquely, the Spiker has access to an alternate firemode that converts the Spiker into a charged anti-armor pistol, effective against MAXes and capable of damaging vehicles.

Switching between the Spiker's two firemodes changes the weapon's stats drastically—where most other guns have zero stat changes between firemodes. The 2-round burst firemode fires two bullets at, with a 172ms (0.172s) delay between bursts. The charge firemode only fires one bullet per shot, at, and its velocity is reduced to 150m/s. However, the weapon's damage type is converted to that of an anti-materiel rifle, and it can be charged to deal more damage—dealing 50 damage if fired quickly, 200 damage if the trigger is held for at least two seconds, and 400 if held for at least four.

There is no visual indicator as to the charge level of the pistol in the charge firemode, only audio feedback. Firing at the first charge level will consume two ammo, with the second charge level consuming four. Charged shots also feature a small amount of damage.

To switch firemodes on a weapon, press the Switch Fire Group key ( by default).

Effectiveness
|-|2x Burst=


 * -|Charge (Uncharged)=


 * -|Charge (Lvl. One)=


 * -|Charge (Lvl. Two)=

Ribbons and Medals
It is possible to earn both Ribbons and Medals while using the. Each ribbon is a standard reward for achieving a set amount of kills with the pistol. Medals are awarded upon reaching kill milestones with the weapon.

History

 * October 19, 2017 Update
 * The Spiker's alternate fire now deals light damage to heavily armored targets, and has been granted an additional charge level. Alternate fire stats are listed below.
 * Charge 0 - Requires 0 seconds charging.
 * Consumes 1 ammo.
 * 50 damage at all ranges, resist type 4 (Anti-Materiel)
 * Charge 1 - Requires 2 seconds charging.
 * Consumes 2 ammo.
 * 200 damage at all ranges, resist type 4 (Anti-Materiel)
 * 50 blast damage, resist type 6 (Common Explosive)
 * Charge 2 - Requires 4 seconds charging.
 * Consumes 4 ammo.
 * 400 damage at all ranges, resist type 4 (Anti-Materiel)
 * 150 blast damage, resist type 6 (Common Explosive)
 * April 5, 2018 Update
 * Hipfire bloom from 0.22 to 0.15
 * ADS bloom from 0.11 to 0.1
 * March 30, 2022 Update (The Arsenal Update)
 * Hipfire CoF bloom from 0.15 to 0.12
 * ADS CoF bloom from 0.1 to 0.06