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Page Contents Current As of Patch: 2021-07-08

Spiker
Spiker.png
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: Icon VS.png
Can Use: Icon Infiltrator.pngIcon Light Assault.pngIcon Combat Medic.pngIcon Engineer.pngIcon Heavy Assault.png
Weapon Type: Pistols
Fire Rate: 480 RPM
240 (Charge) 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: 0.22 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 API source: Spiker API Data?

Spiker
Spiker.png
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: Icon VS.png
Can Use: Icon Infiltrator.pngIcon Light Assault.pngIcon Combat Medic.pngIcon Engineer.pngIcon Heavy Assault.png
Weapon Type: Pistols
Fire Rate: 480 RPM
240 (Charge) 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: 50
Min Damage: 50
Max Damage Charge level 2: 200
Min Damage Charge level 2: 200
Max Indirect Damage Charge level 2: 50 before ?m
Min Indirect Damage Charge level 2: 1 after ?m
Max Damage Charge level 3: 400
Min Damage Charge level 3: 400
Max Indirect Damage Charge level 3: 150 before ?m
Min Indirect Damage Charge level 3: 1 after ?m
Damage Type: Anti-Materiel Rifles,
Explosive Splash
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: 0.15 0.1
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 API source: Spiker API Data?

The Spiker is a empire specific Vanu Sovereignty pistol. It posses two fire modes — 2x burst and charge, that can be switched by pressing Switch Fire Group button(B by default). The two shots burst makes this an excellent finish off weapon in close range.

The charged shot deals light damage to heavily armored targets and yields a small splash damage, based on charge level.

Note that the Burst mode can kill standard infantry with two bursts to the head at 10m, and the Charge mode is capable of taking down any MAX with two full charges to the head. This makes the Spiker not only a capable side arm, but a good anti-infantry weapon in a pinch.

-Despite patch notes, Charge Level 1 takes 4 ammo

Attachments[]

Available attachments
Optic
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.
Icon weaponAttachment vs redDotSight01.png
100 Certification Points 149 Daybreak Cash
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.
VHO Reflex (2x).png
100 Certification Points 149 Daybreak Cash
Barrel
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%.
Suppressor (VS).png
100 Certification Points 49 Daybreak Cash
Rail
Darklight Flashlight The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
Darklight Flashlight.png
100 Certification Points 49 Daybreak Cash
Laser Sight A laser sight increases the user's hipfire accuracy by 33%.
Laser Sight.png
100 Certification Points 49 Daybreak Cash
No Ammo types available.

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
Before 10m After 60m
Icon Light Assault.pngInfantry Head 3 6
Torso 6(8) 12(15)
Legs 7(9) 14(17)
Icon Infiltrator.pngInfiltrator Head 3 6
Torso 6(7) 11(14)
Legs 6(8) 12(15)
Icon Heavy Assault.pngHeavy Assault Overshield Head 5 9
Torso 9(11) 18(22)
Legs 10(13) 20(24)
Icon MAX.pngMAX Head 30 60
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 5 - 59 (on fire @ 47) 117 (on fire @ 93)
Link=HarasserHarasser - 116 (on fire @ 93) 229 (on fire @ 184)
Composite Armor 5 - 139 (on fire @ 111) 275 (on fire @ 220)
Sunderer Diagram.pngSunderer - Immune
Blockade Armor 5 - Immune
Deployment Shield 4 - Immune
ANT Diagram.pngANT - Immune
Lightning Diagram.pngLightning Front/Top Immune
Side
Rear
Prowler Diagram.pngProwler Front/Top Immune
Side
Rear
Magrider Diagram.pngMagrider Front/Top Immune
Side
Rear
Vanguard Diagram.pngVanguard Front/Top Immune
Side
Rear
Mosquito Diagram.pngReaver Diagram.pngScythe Diagram.pngESF - 72 (on fire @ 58) 143 (on fire @ 115)
Composite Armor 5 - 80 (on fire @ 64) 158 (on fire @ 126)
Valkyrie Diagram.pngValkyrie Front/Side/Top/Rear 180 (on fire @ 144) 358 (on fire @ 286)
Bottom 360 (on fire @ 288) 715 (on fire @ 572)
Composite Armor 5 Front/Side/Top/Rear 207 (on fire @ 166) 411 (on fire @ 329)
Bottom 414 (on fire @ 331) 822 (on fire @ 658)
Liberator Diagram.pngLiberator - Immune
Composite Armor 5 - Immune
Galaxy Diagram.pngGalaxy - Immune
Composite Armor 5 - Immune
Bastion Fleet Carrier Diagram.pngBastion Weak Point - Immune

Versus Infantry
Infantry Body part Shots to Kill
Icon Light Assault.pngInfantry Head 10
Torso 20(25)
Legs 23(28)
Icon Infiltrator.pngInfiltrator Head 9
Torso 18(23)
Legs 20(25)
Icon Heavy Assault.pngHeavy Assault Overshield Head 15
Torso 29(37)
Legs 33(41)
Icon MAX.pngMAX Head 16
Torso 32(40)
Legs 36(45)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Link=FlashFlash - 24 (on fire @ 20)
Composite Armor 5 - 32 (on fire @ 25)
Link=HarasserHarasser - 67 (on fire @ 54)
Composite Armor 5 - 80 (on fire @ 64)
Sunderer Diagram.pngSunderer - 167 (on fire @ 134)
Blockade Armor 5 - 200 (on fire @ 160)
Deployment Shield 4 - 167 (Shield 84)
ANT Diagram.pngANT - 107 (on fire @ 86)
Lightning Diagram.pngLightning Front/Top 134 (on fire @ 107)
Side 116 (on fire @ 93)
Rear 89 (on fire @ 72)
Prowler Diagram.pngProwler Front/Top 167 (on fire @ 134)
Side 145 (on fire @ 116)
Rear 112 (on fire @ 89)
Magrider Diagram.pngMagrider Front/Top 167 (on fire @ 134)
Side 145 (on fire @ 116)
Rear 112 (on fire @ 89)
Vanguard Diagram.pngVanguard Front/Top 200 (on fire @ 160)
Side 174 (on fire @ 140)
Rear 134 (on fire @ 107)
Mosquito Diagram.pngReaver Diagram.pngScythe Diagram.pngESF - 48 (on fire @ 39)
Composite Armor 5 - 53 (on fire @ 43)
Valkyrie Diagram.pngValkyrie Front/Side/Top/Rear 48 (on fire @ 39)
Bottom 96 (on fire @ 77)
Composite Armor 5 Front/Side/Top/Rear 56 (on fire @ 45)
Bottom 111 (on fire @ 89)
Liberator Diagram.pngLiberator - 90 (on fire @ 72)
Composite Armor 5 - 99 (on fire @ 80)
Galaxy Diagram.pngGalaxy - 187 (on fire @ 150)
Composite Armor 5 - 206 (on fire @ 165)
Bastion Fleet Carrier Diagram.pngBastion Weak Point - 534 (Shield 67)

Versus Infantry
Infantry Body part Shots to Kill
Icon Light Assault.pngInfantry Head 3
Torso 4(5)
Legs 5(6)
Icon Infiltrator.pngInfiltrator Head 2
Torso 4(5)
Legs 4(5)
Icon Heavy Assault.pngHeavy Assault Overshield Head 4
Torso 6(7)
Legs 7(8)
Icon MAX.pngMAX Head 4
Torso 8(9)
Legs 8(10)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Link=FlashFlash - 6 (on fire @ 5)
Composite Armor 5 - 7 (on fire @ 6)
Link=HarasserHarasser - 17 (on fire @ 14)
Composite Armor 5 - 20 (on fire @ 16)
Sunderer Diagram.pngSunderer - 42 (on fire @ 34)
Blockade Armor 5 - 50 (on fire @ 40)
Deployment Shield 4 - 42 (Shield 21)
ANT Diagram.pngANT - 27 (on fire @ 22)
Lightning Diagram.pngLightning Front/Top 34 (on fire @ 27)
Side 29 (on fire @ 24)
Rear 23 (on fire @ 18)
Prowler Diagram.pngProwler Front/Top 42 (on fire @ 34)
Side 37 (on fire @ 29)
Rear 28 (on fire @ 23)
Magrider Diagram.pngMagrider Front/Top 42 (on fire @ 34)
Side 37 (on fire @ 29)
Rear 28 (on fire @ 23)
Vanguard Diagram.pngVanguard Front/Top 50 (on fire @ 40)
Side 44 (on fire @ 35)
Rear 34 (on fire @ 27)
Mosquito Diagram.pngReaver Diagram.pngScythe Diagram.pngESF - 12 (on fire @ 10)
Composite Armor 5 - 14 (on fire @ 11)
Valkyrie Diagram.pngValkyrie Front/Side/Top/Rear 12 (on fire @ 10)
Bottom 24 (on fire @ 20)
Composite Armor 5 Front/Side/Top/Rear 14 (on fire @ 12)
Bottom 28 (on fire @ 23)
Liberator Diagram.pngLiberator - 23 (on fire @ 18)
Composite Armor 5 - 25 (on fire @ 20)
Galaxy Diagram.pngGalaxy - 47 (on fire @ 38)
Composite Armor 5 - 52 (on fire @ 42)
Bastion Fleet Carrier Diagram.pngBastion Weak Point - 134 (Shield 17)

Versus Infantry
Infantry Body part Shots to Kill
Icon Light Assault.pngInfantry Head 2
Torso 2(3)
Legs 2(3)
Icon Infiltrator.pngInfiltrator Head 1
Torso 2(2)
Legs 2(3)
Icon Heavy Assault.pngHeavy Assault Overshield Head 2
Torso 3(4)
Legs 3(4)
Icon MAX.pngMAX Head 2
Torso 4(5)
Legs 4(5)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Link=FlashFlash - 3 (on fire @ 2)
Composite Armor 5 - 4 (on fire @ 3)
Link=HarasserHarasser - 9 (on fire @ 7)
Composite Armor 5 - 10 (on fire @ 8)
Sunderer Diagram.pngSunderer - 21 (on fire @ 17)
Blockade Armor 5 - 25 (on fire @ 20)
Deployment Shield 4 - 21 (Shield 11)
ANT Diagram.pngANT - 14 (on fire @ 11)
Lightning Diagram.pngLightning Front/Top 17 (on fire @ 14)
Side 15 (on fire @ 12)
Rear 12 (on fire @ 9)
Prowler Diagram.pngProwler Front/Top 21 (on fire @ 17)
Side 19 (on fire @ 15)
Rear 14 (on fire @ 12)
Magrider Diagram.pngMagrider Front/Top 21 (on fire @ 17)
Side 19 (on fire @ 15)
Rear 14 (on fire @ 12)
Vanguard Diagram.pngVanguard Front/Top 25 (on fire @ 20)
Side 22 (on fire @ 18)
Rear 17 (on fire @ 14)
Mosquito Diagram.pngReaver Diagram.pngScythe Diagram.pngESF - 6 (on fire @ 5)
Composite Armor 5 - 7 (on fire @ 6)
Valkyrie Diagram.pngValkyrie Front/Side/Top/Rear 6 (on fire @ 5)
Bottom 12 (on fire @ 10)
Composite Armor 5 Front/Side/Top/Rear 7 (on fire @ 6)
Bottom 14 (on fire @ 12)
Liberator Diagram.pngLiberator - 12 (on fire @ 9)
Composite Armor 5 - 13 (on fire @ 10)
Galaxy Diagram.pngGalaxy - 24 (on fire @ 19)
Composite Armor 5 - 26 (on fire @ 21)
Bastion Fleet Carrier Diagram.pngBastion 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
Pistol Ribbon.png
10 kills
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
Medal Empty.png
0 kills N/A
Copper Medal
Medal Copper.png
10 kills Certification Points
Silver Medal
Medal Silver.png
60 kills 10 Certification Points
Gold Medal
Medal Gold.png
160 kills 20 Certification Points
Auraxium Medal
Medal Auraxium.png
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