#Archer Stats for headshots and score

18 messages · Page 1 of 1 (latest)

stuck trail
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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.

zinc drift
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The scoreboard is just the sum if the point you gain and nation point is the biggest input , 33 killing shot dont mean a lot as archer since you usualy target low live target, taking only a bit of NP , but the other who deal massive dammage all along even if they only have 5 killing blow will have more point , its pretty much the sum of hp you take to enemy team that matter .

stuck trail
plush sequoia
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In the latest version of 1.0, it wasn't like this; I don't know what they've done, but it's broken.

zinc drift
# stuck trail Except my damage output is very high so this makes no sense, I don't just shoot ...

No , your damage outpout aint that high , as an archer i guess you have between 150 and 180 for headshot , less for body shot , as a bruiser i do 200 + each landed hit in big melee i can hit 3 target at once for 400 total .
In this game bruiser are the dps dealer , archer are more a support role , softening and harasing enemy all along , killing low life target to prevent them to be revived ect ect , a skilled archer can be VERY deadly , some here are always in the top of scorboard but its a very high skill to achieve .

glacial quarry
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max lvl archer with tier 5 gear do good damage but bad in low tier gear and lvl

ember tulip
stuck trail
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I agree @ember tulip @plush sequoia . Yesterday I had 35 killing blows at a vod with the bow and I was not even on the scoreboard. Then I killed 2 guys with a 1 handed sword and I suddenly jumped to 10 in the scoreboard. There HAS to be something that makes a difference between melee and ranged kills

zinc drift
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One guy full healt eliminated is around 800 nation point , shooting at a low life guy to get the killing glow is around 100 , it play a lot

plush sequoia
stuck trail
plush sequoia
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Melee gain np every hit they land ...

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And some times deal 50% of dmg to activate the bonus is kinda hard with current bows dmg

stuck trail
plush sequoia
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Correct

hidden wraith
thorn talon
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Simonsa won this shootout