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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 Certification Points
DC Cost: 699 Daybreak Cash
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:

Spiker API Data

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 Certification Points
DC Cost: 699 Daybreak Cash
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:

Spiker API Data

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
Optic
HPR Reflex (1x)

49 OR 30
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)

49 OR 30
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
Suppressor

49 OR 100
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
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 4 rounds, and the weapon takes 15% longer to equip and unequip.
Laser Sight

49 OR 100
A laser sight increases the user's hipfire accuracy by 33%.
This weapon does not have any ammo type attachments.

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10mAfter 60m
Infantry Head 36
Torso 6(6)12(12)
Legs 7(7)14(14)
Infiltrator Head 36
Torso 6(6)11(11)
Legs 6(6)12(12)
Heavy Assault Overshield Head 59
Torso 9(9)18(18)
Legs 10(10)20(20)
MAX Head 3060
Torso 60(75)120(149)
Legs 67(84)133(166)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 60m
Link=FlashFlash - 45 (on fire @ 36) 90 (on fire @ 72)
Composite Armor 4 - 59 (on fire @ 47) 117 (on fire @ 93)
Link=HarasserHarasser - 116 (on fire @ 93) 229 (on fire @ 184)
Composite Armor 4 - 139 (on fire @ 111) 275 (on fire @ 220)
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 - 72 (on fire @ 58) 143 (on fire @ 115)
Composite Armor 4 - 80 (on fire @ 64) 158 (on fire @ 126)
Valkyrie 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)
Dervish - 140 (on fire @ 112) 278 (on fire @ 223)
Composite Armor 4 - 154 (on fire @ 123) 306 (on fire @ 245)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Versus Infantry
Infantry Body part Shots to Kill
Infantry Head 10
Torso 20(25)
Legs 23(28)
Infiltrator Head 9
Torso 18(23)
Legs 20(25)
Heavy Assault Overshield Head 15
Torso 29(34)
Legs 33(38)
MAX Head 16
Torso 32(40)
Legs 36(45)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Link=FlashFlash - 24 (on fire @ 20)
Composite Armor 4 - 32 (on fire @ 25)
Link=HarasserHarasser - 67 (on fire @ 54)
Composite Armor 4 - 80 (on fire @ 64)
Sunderer - 167 (on fire @ 134)
Blockade Armor 4 - 200 (on fire @ 160)
Deployment Shield 4 - 167 (Shield 84)
ANT - 107 (on fire @ 86)
Lightning Front/Top 134 (on fire @ 107)
Side 116 (on fire @ 93)
Rear 89 (on fire @ 72)
Prowler/
Magrider
Front/Top 167 (on fire @ 134)
Side 145 (on fire @ 116)
Rear 112 (on fire @ 89)
Chimera Front/Top 184 (on fire @ 147)
Side 160 (on fire @ 128)
Rear 123 (on fire @ 98)
Vanguard Front/Top 200 (on fire @ 160)
Side 174 (on fire @ 140)
Rear 134 (on fire @ 107)
ESF - 48 (on fire @ 39)
Composite Armor 4 - 53 (on fire @ 43)
Valkyrie 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)
Dervish - 56 (on fire @ 45)
Composite Armor 4 - 62 (on fire @ 50)
Liberator - 90 (on fire @ 72)
Composite Armor 4 - 99 (on fire @ 80)
Galaxy - 187 (on fire @ 150)
Composite Armor 4 - 206 (on fire @ 165)
Bastion Weak Point - 534 (Shield 67)

Versus Infantry
Infantry Body part Shots to Kill
Infantry Head 3
Torso 4(5)
Legs 5(6)
Infiltrator Head 2
Torso 4(5)
Legs 4(5)
Heavy Assault Overshield Head 4
Torso 6(7)
Legs 7(8)
MAX Head 4
Torso 8(9)
Legs 9(10)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Link=FlashFlash - 6 (on fire @ 5)
Composite Armor 4 - 7 (on fire @ 6)
Link=HarasserHarasser - 17 (on fire @ 14)
Composite Armor 4 - 20 (on fire @ 16)
Sunderer - 42 (on fire @ 34)
Blockade Armor 4 - 50 (on fire @ 40)
Deployment Shield 4 - 42 (Shield 21)
ANT - 27 (on fire @ 22)
Lightning Front/Top 34 (on fire @ 27)
Side 29 (on fire @ 24)
Rear 23 (on fire @ 18)
Prowler/
Magrider
Front/Top 42 (on fire @ 34)
Side 37 (on fire @ 29)
Rear 28 (on fire @ 23)
Chimera Front/Top 46 (on fire @ 37)
Side 40 (on fire @ 32)
Rear 31 (on fire @ 25)
Vanguard Front/Top 50 (on fire @ 40)
Side 44 (on fire @ 35)
Rear 34 (on fire @ 27)
ESF - 12 (on fire @ 10)
Composite Armor 4 - 14 (on fire @ 11)
Valkyrie 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)
Dervish - 14 (on fire @ 12)
Composite Armor 4 - 16 (on fire @ 13)
Liberator - 23 (on fire @ 18)
Composite Armor 4 - 25 (on fire @ 20)
Galaxy - 47 (on fire @ 38)
Composite Armor 4 - 52 (on fire @ 42)
Bastion Weak Point - 134 (Shield 17)

Versus Infantry
Infantry Body part Shots to Kill
Infantry Head 2
Torso 2(3)
Legs 2(3)
Infiltrator Head 1
Torso 2(2)
Legs 2(3)
Heavy Assault Overshield Head 2
Torso 3(3)
Legs 3(4)
MAX Head 2
Torso 4(5)
Legs 4(5)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Link=FlashFlash - 3 (on fire @ 2)
Composite Armor 4 - 4 (on fire @ 3)
Link=HarasserHarasser - 9 (on fire @ 7)
Composite Armor 4 - 10 (on fire @ 8)
Sunderer - 21 (on fire @ 17)
Blockade Armor 4 - 25 (on fire @ 20)
Deployment Shield 4 - 21 (Shield 11)
ANT - 14 (on fire @ 11)
Lightning Front/Top 17 (on fire @ 14)
Side 15 (on fire @ 12)
Rear 12 (on fire @ 9)
Prowler/
Magrider
Front/Top 21 (on fire @ 17)
Side 19 (on fire @ 15)
Rear 14 (on fire @ 12)
Chimera Front/Top 23 (on fire @ 19)
Side 20 (on fire @ 16)
Rear 16 (on fire @ 13)
Vanguard Front/Top 25 (on fire @ 20)
Side 22 (on fire @ 18)
Rear 17 (on fire @ 14)
ESF - 6 (on fire @ 5)
Composite Armor 4 - 7 (on fire @ 6)
Valkyrie 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)
Dervish - 7 (on fire @ 6)
Composite Armor 4 - 8 (on fire @ 7)
Liberator - 12 (on fire @ 9)
Composite Armor 4 - 13 (on fire @ 10)
Galaxy - 24 (on fire @ 19)
Composite Armor 4 - 26 (on fire @ 21)
Bastion Weak Point - 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
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
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)
  • 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