I’ve seen a little issue about how siege score and weekly headshot rankings work, and I think the current system unintentionally punishes a specific playstyle — focused, high‑impact archery, which has been the case for a long time now.
My playstyle is all about consecutive headshots on the same target until they’re eliminated, not spraying arrows into the melee. As you can see in the screenshot, I finished with 33 killing blows out of 45 kills, and only 12 assists. That’s a very high conversion rate, yet I still ended up 15th on the scoreboard.
Why this feels off
The siege score system seems to reward random chip damage more than decisive kills.
If I’m landing 150‑damage headshots , it surely can't only be damage related?
The weekly headshot challenge has the same issue.
Multiple headshots on the same player in a short period of time don’t count, which encourages stat‑farming by tagging as many bodies as possible instead of actually finishing targets.
I understand the anti‑exploit reasoning behind the weekly challenge — preventing players from farming headshots on friends — but the current implementation heavily favors low‑impact, low‑skill spam.
A possible improvement
For the weekly challenge:
Instead of a cooldown that ignores repeated headshots on the same target, why not allow up to 5 consecutive headshots per player? That way both playstyles will be rewarded instead of punishing one of them.
That still prevents farming, but it rewards precision and consistency.
For the siege scoreboard:
I don’t have a perfect solution yet, but I’d love to understand how the system actually calculates score. Is it purely damage? Is there a hidden weighting? Because right now, it doesn’t seem to reflect impactful play.