Page Contents Current As of Patch: | 2022-04-05 |
Spiker | |||
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Reverse-engineered from ancient Vanu tech, the Spiker makes use of a standard 2x burst, as well as an alternate firing mode which charges up an armor piercing blast. | |||
Costs | |||
Cert Cost: | 1,000 ![]() | ||
DC Cost: | 699 ![]() | ||
General Info | |||
Empire: | ![]() | ||
Can Use: | ![]() ![]() ![]() ![]() ![]() | ||
Weapon Type: | Pistols | ||
Fire Rate: | 769 RPM | ||
Muzzle Velocity: | 325m/s | ||
Effective Range: | Short | ||
Fire Modes: | 2x Burst, Charge | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.75x | ||
Equip Time: | 250 ms | ||
Damage[?] | |||
Max Damage: | 167 before 10m | ||
Min Damage: | 84 after 60m | ||
Damage Type: | Small Arms | ||
Reload Speed | |||
Short Reload: | 1.53s | ||
Long Reload: | 1.845s | ||
Ammunition | |||
Magazine Size: | 16 | ||
Ammunition Pool: | 84 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 1 | 0.5 |
Move: | 1.5 | 0.5 | |
Stand | Still: | 1 | 0.5 |
Move: | 1.5 | 0.5 | |
Bloom per Shot: | 0.12 | 0.11 | |
Recoil[?] | |||
Vertical: | 0.7 | ||
Horizontal, Min/Max: | 0.175/0.175 | ||
Horizontal Tolerance: | 0.5 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 1x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | Spiker API Data |
Spiker | |||
![]() | |||
Reverse-engineered from ancient Vanu tech, the Spiker makes use of a standard 2x burst, as well as an alternate firing mode which charges up an armor piercing blast. | |||
Costs | |||
Cert Cost: | 1,000 ![]() | ||
DC Cost: | 699 ![]() | ||
General Info | |||
Empire: | ![]() | ||
Can Use: | ![]() ![]() ![]() ![]() ![]() | ||
Weapon Type: | Pistols | ||
Fire Rate: | 240 RPM | ||
Muzzle Velocity: | 150m/s | ||
Effective Range: | Short | ||
Fire Modes: | 2x Burst, Charge | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.75x | ||
Equip Time: | 250 ms | ||
Damage[?] | |||
Max Damage: | 50 | ||
Min Damage: | 50 | ||
Max Damage Charge level 2: | 200 | ||
Min Damage Charge level 2: | 200 | ||
Max Indirect Damage Charge level 2: | 50 before 0.5m | ||
Min Indirect Damage Charge level 2: | 1 after 2m | ||
Max Damage Charge level 3: | 400 | ||
Min Damage Charge level 3: | 400 | ||
Max Indirect Damage Charge level 3: | 150 before 0.5m | ||
Min Indirect Damage Charge level 3: | 1 after 2m | ||
Damage Type: | Anti-Materiel Rifles, Common Explosive | ||
Reload Speed | |||
Short Reload: | 1.53s | ||
Long Reload: | 1.845s | ||
Ammunition | |||
Magazine Size: | 16 | ||
Ammunition Pool: | 84 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 1 | 0.5 |
Move: | 1.5 | 0.5 | |
Stand | Still: | 1 | 0.5 |
Move: | 1.5 | 0.5 | |
Bloom per Shot: | 0.12 | 0.06 | |
Recoil[?] | |||
Vertical: | 0.7 | ||
Horizontal, Min/Max: | 0.175/0.175 | ||
Horizontal Tolerance: | 0.5 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 1x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | Spiker API Data |
The Spiker 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 769 RPM, with a 172ms (0.172s) delay between bursts. The charge firemode only fires one bullet per shot, at 300 RPM, 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 common explosive damage.
To switch firemodes on a weapon, press the Switch Fire Group key (B by default).
Attachments[]
Attachments |
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Optic | |||||||
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HPR Reflex (1x)![]() ![]() ![]() | Designed as a replacement for standard iron sights in close-quarters combat, the Holo-Projected Reticle sight creates and accurate dot-and-circle reticle above the top rail. More reticles for this sight available, see full article. | ||||||
VHO Reflex (2x)![]() ![]() ![]() | The revolutionary Vanu Holo-Optic reflex utilizes nanotechnology to project a circle and dot reticle. Additionally, it features a 2X magnitude zoom for better performance in urban combat scenarios. More reticles for this sight available, see full article. |
Barrel | |||||||
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Suppressor![]() ![]() ![]() | The weapon's muzzle flash and noise generation is reduced, and the player no longer appears on the minimap when firing. In exchange, the weapon's damage falls off 20 meters sooner and bullet velocity is reduced by 15%. |
Rail | |||||||
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Darklight Flashlight![]() ![]() ![]() | 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![]() ![]() ![]() | Increases the amount of ammunition in each magazine by 4 rounds, and the weapon takes 15% longer to equip and unequip. | ||||||
Laser Sight![]() ![]() ![]() | A laser sight increases the user's hipfire accuracy by 33%. |
This weapon does not have any ammo type attachments. |
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Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 60m | ||
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- | 45 (on fire @ 36) | 90 (on fire @ 72) |
Composite Armor 4 | - | 59 (on fire @ 47) | 117 (on fire @ 93) |
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- | 116 (on fire @ 93) | 229 (on fire @ 184) |
Composite Armor 4 | - | 139 (on fire @ 111) | 275 (on fire @ 220) |
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- | Immune | |
Blockade Armor 4 | - | Immune | |
Deployment Shield 4 | - | Immune | |
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- | Immune | |
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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- | 72 (on fire @ 58) | 143 (on fire @ 115) |
Composite Armor 4 | - | 80 (on fire @ 64) | 158 (on fire @ 126) |
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Front/Side/Top/Rear | 180 (on fire @ 144) | 358 (on fire @ 286) |
Bottom | 360 (on fire @ 288) | 715 (on fire @ 572) | |
Composite Armor 4 | Front/Side/Top/Rear | 207 (on fire @ 166) | 411 (on fire @ 329) |
Bottom | 414 (on fire @ 331) | 822 (on fire @ 658) | |
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- | 140 (on fire @ 112) | 278 (on fire @ 223) |
Composite Armor 4 | - | 154 (on fire @ 123) | 306 (on fire @ 245) |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune |
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
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- | 24 (on fire @ 20) | |
Composite Armor 4 | - | 32 (on fire @ 25) | |
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- | 67 (on fire @ 54) | |
Composite Armor 4 | - | 80 (on fire @ 64) | |
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- | 167 (on fire @ 134) | |
Blockade Armor 4 | - | 200 (on fire @ 160) | |
Deployment Shield 4 | - | 167 (Shield 84) | |
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- | 107 (on fire @ 86) | |
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Front/Top | 134 (on fire @ 107) | |
Side | 116 (on fire @ 93) | ||
Rear | 89 (on fire @ 72) | ||
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Front/Top | 167 (on fire @ 134) | |
Side | 145 (on fire @ 116) | ||
Rear | 112 (on fire @ 89) | ||
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Front/Top | 184 (on fire @ 147) | |
Side | 160 (on fire @ 128) | ||
Rear | 123 (on fire @ 98) | ||
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Front/Top | 200 (on fire @ 160) | |
Side | 174 (on fire @ 140) | ||
Rear | 134 (on fire @ 107) | ||
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- | 48 (on fire @ 39) | |
Composite Armor 4 | - | 53 (on fire @ 43) | |
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Front/Side/Top/Rear | 48 (on fire @ 39) | |
Bottom | 96 (on fire @ 77) | ||
Composite Armor 4 | Front/Side/Top/Rear | 56 (on fire @ 45) | |
Bottom | 111 (on fire @ 89) | ||
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- | 56 (on fire @ 45) | |
Composite Armor 4 | - | 62 (on fire @ 50) | |
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- | 90 (on fire @ 72) | |
Composite Armor 4 | - | 99 (on fire @ 80) | |
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- | 187 (on fire @ 150) | |
Composite Armor 4 | - | 206 (on fire @ 165) | |
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- | 534 (Shield 67) |
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
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- | 6 (on fire @ 5) | |
Composite Armor 4 | - | 7 (on fire @ 6) | |
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- | 17 (on fire @ 14) | |
Composite Armor 4 | - | 20 (on fire @ 16) | |
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- | 42 (on fire @ 34) | |
Blockade Armor 4 | - | 50 (on fire @ 40) | |
Deployment Shield 4 | - | 42 (Shield 21) | |
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- | 27 (on fire @ 22) | |
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Front/Top | 34 (on fire @ 27) | |
Side | 29 (on fire @ 24) | ||
Rear | 23 (on fire @ 18) | ||
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Front/Top | 42 (on fire @ 34) | |
Side | 37 (on fire @ 29) | ||
Rear | 28 (on fire @ 23) | ||
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Front/Top | 46 (on fire @ 37) | |
Side | 40 (on fire @ 32) | ||
Rear | 31 (on fire @ 25) | ||
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Front/Top | 50 (on fire @ 40) | |
Side | 44 (on fire @ 35) | ||
Rear | 34 (on fire @ 27) | ||
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- | 12 (on fire @ 10) | |
Composite Armor 4 | - | 14 (on fire @ 11) | |
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Front/Side/Top/Rear | 12 (on fire @ 10) | |
Bottom | 24 (on fire @ 20) | ||
Composite Armor 4 | Front/Side/Top/Rear | 14 (on fire @ 12) | |
Bottom | 28 (on fire @ 23) | ||
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- | 14 (on fire @ 12) | |
Composite Armor 4 | - | 16 (on fire @ 13) | |
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- | 23 (on fire @ 18) | |
Composite Armor 4 | - | 25 (on fire @ 20) | |
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- | 47 (on fire @ 38) | |
Composite Armor 4 | - | 52 (on fire @ 42) | |
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- | 134 (Shield 17) |
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
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- | 3 (on fire @ 2) | |
Composite Armor 4 | - | 4 (on fire @ 3) | |
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- | 9 (on fire @ 7) | |
Composite Armor 4 | - | 10 (on fire @ 8) | |
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- | 21 (on fire @ 17) | |
Blockade Armor 4 | - | 25 (on fire @ 20) | |
Deployment Shield 4 | - | 21 (Shield 11) | |
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- | 14 (on fire @ 11) | |
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Front/Top | 17 (on fire @ 14) | |
Side | 15 (on fire @ 12) | ||
Rear | 12 (on fire @ 9) | ||
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Front/Top | 21 (on fire @ 17) | |
Side | 19 (on fire @ 15) | ||
Rear | 14 (on fire @ 12) | ||
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Front/Top | 23 (on fire @ 19) | |
Side | 20 (on fire @ 16) | ||
Rear | 16 (on fire @ 13) | ||
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Front/Top | 25 (on fire @ 20) | |
Side | 22 (on fire @ 18) | ||
Rear | 17 (on fire @ 14) | ||
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- | 6 (on fire @ 5) | |
Composite Armor 4 | - | 7 (on fire @ 6) | |
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Front/Side/Top/Rear | 6 (on fire @ 5) | |
Bottom | 12 (on fire @ 10) | ||
Composite Armor 4 | Front/Side/Top/Rear | 7 (on fire @ 6) | |
Bottom | 14 (on fire @ 12) | ||
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- | 7 (on fire @ 6) | |
Composite Armor 4 | - | 8 (on fire @ 7) | |
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- | 12 (on fire @ 9) | |
Composite Armor 4 | - | 13 (on fire @ 10) | |
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- | 24 (on fire @ 19) | |
Composite Armor 4 | - | 26 (on fire @ 21) | |
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- | 67 (Shield 9) |
Ribbons and Medals[]
It is possible to earn both Ribbons and Medals while using the Spiker. 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.
Ribbon(s)[]
Ribbon | Icon | Requirements |
Spiker Service Ribbon |
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10 kills |
Medals[]
Medal | Icon | Requirement | Award |
---|---|---|---|
No Medal | ![]() |
0 kills | N/A |
Copper Medal | ![]() |
10 kills | 2 ![]() |
Silver Medal | ![]() |
60 kills | 10 ![]() |
Gold Medal | ![]() |
160 kills | 20 ![]() |
Auraxium Medal | ![]() |
1,160 kills | 200 ![]() |
Medals earned with the Spiker contribute towards the Sidearms directive tree. |
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)
- Charge 0 - Requires 0 seconds charging.
- 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.
- 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
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