Paegaas Workshop Spiker: Difference between revisions

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The Spiker, like the SMG, is most effective at close range. While short bursts can increase accuracy, it is ineffective at medium and long range. The Spiker's rounds lose speed and altitude as they travel, reducing their accuracy over longer distances. The Spiker is considered very heavy in the hands of normal human infantry, and can be quite difficult to carry around and use. The spikes have a very large spread when fired in full-auto; the spread is larger than that of any other weapon in both the UNSC and Covenant's arsenal. The Spiker also has a slower muzzle velocity than other weapons making it practically useless at a range above 300 meters.
The Spiker, like the SMG, is most effective at close range. While short bursts can increase accuracy, it is ineffective at medium and long range. The Spiker's rounds lose speed and altitude as they travel, reducing their accuracy over longer distances. The Spiker is considered very heavy in the hands of normal human infantry, and can be quite difficult to carry around and use. The spikes have a very large spread when fired in full-auto; the spread is larger than that of any other weapon in both the UNSC and Covenant's arsenal. The Spiker also has a slower muzzle velocity than other weapons making it practically useless at a range above 300 meters.


==Tactics==
==Changes==
The Brute Spiker was introduced in ''Halo 3''. It has a fast reload time, even when dual wielding, compared with the SMG. The Spiker's blades increase the damage of the melee attack only marginally to compensate for gameplay. However, rounds fired from the Spiker travel slower than SMG [[M443 Caseless Full Metal Jacket|rounds]].
 
===Campaign===
*The Spiker is a great weapon for mid- to close-quarters combat. The Spiker is incredibly useful on [[Sierra 117 (Level)|Sierra 117]], [[Crow's Nest (Level)|Crow's Nest]] and the interior portions of [[The Storm (Level)|The Storm]] and [[Floodgate (Level)|Floodgate]].
*The Spiker is the one of the most effective rapid fire weapons, next to the [[Plasma Rifle]], against the [[Flood]]. Ammunition for it is plentiful (most Brute Combat Forms carry one), the spikes will tear through the rotting flesh of Combat Forms efficiently, and it can take out [[Pure Form]]s at range. The blades on the Spiker also destroy Flood very effectively. An easy tactic on almost any difficulty level is to allow the Flood to charge you and swing as they get close, which will almost always destroy all Forms, including [[Tank Form]]s, in one hit. Only Shielded Combat Forms would survive on higher difficulty levels. However, any Flood wielding powerful short-range weapons such as the [[M90 Close Assault Weapon System|Shotgun]], [[Mauler]] or [[Type-1 Energy Weapon/Sword|Energy Sword]], and Ranged Pure Forms for that matter, should be dealt with at range.
*The Spiker is always a sound choice for engaging lower ranking Covenant forces such as [[Unggoy|Grunts]], [[Yanme'e|Drones]] and even [[Kig-yar|Jackals]].
*A good dual-wielding combination would be the Spiker and the [[Type-25 Directed Energy Rifle|Plasma Rifle]]- the Plasma Rifle takes out Jackal or [[Brute]] shields while the Spiker will finish the unshielded enemy off. This is also a good combination in Multiplayer.
*In ''Halo 3: ODST'', the blades make the Spiker a much more effective melee weapon than other non-bladed weapons; furthermore, the projectiles travel farther than their Halo 3 counterpart.
 
===Multiplayer===
*As with Campaign, dual-wielding a Spiker with a Plasma Rifle is a great combination for taking out shielded targets.
*In multiplayer, shooting from a medium range then closing in for a melee kill is a sound tactic. Just be sure that the enemy does not have a counter weapon, such as a Shotgun or Energy Sword.
*If engaging a target at mid-range, lead your shots to compensate for the slow velocity of the spikes.
*It can be easily countered by a Shotgun wielder, but if the Spiker wielder backpedals furiously, he may be able to kill the Shotgun user before he can get close enough to fire.
*Be aware that the spikes have a slight arc when traveling over medium range, such that if the wielder were aiming at the chest or head, the spikes may have ended up hitting the target's feet, or missed entirely if not using controlled bursts. At those ranges, the spread would render the Spiker ineffective, so engaging an enemy at this range is not recommended.
*The Spiker with a [[Plasma Pistol]] is another effective [[Noob Combo]] when attempting to surprise attack a lone enemy. Use an overcharged Plasma Pistol shot to take out the enemy's shields, and then use the Spiker to kill the now unshielded enemy.
 
===Changes from ''Halo 3'' and ''Halo 3: ODST'' to ''Halo: Reach''===
===Changes from ''Halo 3'' and ''Halo 3: ODST'' to ''Halo: Reach''===
In ''Halo: Reach'', the Spiker performs almost exactly like its previous iterations. Most changes are cosmetic.
In ''Halo: Reach'', the Spiker performs almost exactly like its previous iterations. Most changes are cosmetic.
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==Trivia==
==Trivia==
{{Linkbox|gameplay=yes}}
*In some reports when dual-wielding Spikers in ''Halo 3'', if enough rounds are shot into a player, a glitch can happen where the player explodes like a Spike Grenade. This replicates the explosion from a Needler.
*In some reports when dual-wielding Spikers in ''Halo 3'', if enough rounds are shot into a player, a glitch can happen where the player explodes like a Spike Grenade. This replicates the explosion from a Needler.
*In ''Halo 3: ODST'', during the level [[Mombasa Streets]], there are signs of multiple skirmishes throughout the city, with Spiker rounds commonly embedded in walls and in the bodies of dead [[NMPD|police officers]].
*In ''Halo 3: ODST'', during the level [[Mombasa Streets]], there are signs of multiple skirmishes throughout the city, with Spiker rounds commonly embedded in walls and in the bodies of dead [[NMPD|police officers]].