Support Experience: When Assists Should Count

by Alex Johnson 46 views

Have you ever been in the heat of battle in Planetside 2, landing those crucial shots, supporting your squad, only to see someone else snag the final kill and you get... well, not much? It's a common frustration, and it brings us to a critical point: how should Support Experience be awarded in the game? We're diving deep into the mechanics of Support Experience, focusing specifically on whether landing damage on an enemy that's ultimately killed by a teammate should automatically grant you this valuable experience. Currently, the system grants Support Experience for assists, meaning if you contribute damage to an enemy who is then finished off by someone else on your empire, you receive Support Experience. While this might seem fair on the surface, a closer look reveals that this broad application might not align with the true spirit of supporting gameplay. This article will explore the nuances of Support Experience, examine the current system's outcomes, and propose a more refined approach to ensure that Support Experience is genuinely earned through dedicated support actions, rather than simply by participating in a kill.

The Current System: Support Experience for All Assists

Let's start by understanding the current implementation of Support Experience in Planetside 2, particularly concerning assists. The system, as it stands, is quite straightforward: if you deal damage to an enemy player who is subsequently killed by another member of your empire, you are granted Support Experience. This applies regardless of the amount of damage dealt or the nature of your actions leading up to that kill. For instance, you could have landed a single sniper shot from a kilometer away, or you might have been actively healing a friendly medic who was engaging the enemy. In both scenarios, if the enemy falls to a teammate, you get a slice of Support Experience. This mechanic is intended to acknowledge your contribution to the overall success of your empire in eliminating an enemy combatant. The logic behind this is that any damage contributes to the enemy's demise, and therefore, the player who dealt that damage should be recognized. It’s a way to ensure that players who aren't always the ones landing the killing blow still feel a sense of progression and reward for their involvement in combat. This inclusivity is generally a positive aspect, as it can encourage players to engage in combat even if they aren't top-tier in aiming or direct combat prowess. However, the lack of distinction between different types of damage contributions is where the current system arguably falls short of its intended purpose. It treats all damage-dealing actions leading to an assist as equivalent, which can dilute the value of genuine, strategic support. We'll explore how this broad definition can sometimes feel unrewarding and how it might be improved to better reflect player intent and contribution.

Why the Current Approach Might Be Flawed

While the idea of awarding Support Experience for any damage that contributes to an assist sounds equitable, it can lead to a misinterpretation of what constitutes true support behavior. Imagine a scenario where a player is already engaged in a fierce firefight, dealing significant damage, and an ally swoops in to finish the enemy off. In this case, the player who did the majority of the work might feel their effort is undervalued if they only receive the same amount of Support Experience as someone who landed a single, inconsequential shot before another teammate secured the kill. This is particularly true when considering the distinct roles within an empire. Support roles, such as medics healing allies or engineers repairing vehicles, are designed to enable direct combatants to perform better. Their actions are proactive and directly influence the survivability and effectiveness of their teammates. Awarding Support Experience for simply contributing damage to an enemy, which is often the primary goal of a frontline assault class, can blur the lines and potentially disincentivize players from focusing on specialized support actions. Furthermore, this broad application can sometimes feel like a consolation prize. Instead of rewarding players for actively playing their support role, it rewards them for being present and mildly contributing to a kill that someone else finished. The underlying principle of Support Experience should be to encourage and reward actions that enable victory, not just participation in the kill chain. If every player who shoots an enemy and that enemy dies gets the same