Forum Discussion
You are only focusing on the situations when you do much damage but are unlucky with the kill/assist count but you are conveniently forgetting that there are situations when you get a free kill/assist when doing little damage, like one tapping an enemy that your teammate or another enemy took down to 1 hp. Bottom line is that IN THE LONG RUN, the big damage dealers will get more kills/assists than the small damage dealers.
And it would ofc be a terrible idea to allow people to farm RPs by doing damage for instance with a charge rifle... But I would personally have nothing against if the RPs awarded for a kill was distributed based on % of your teams total dealt damage to that enemy (within a certain time interval before the knockdown, just like how the current system works).
Example: you and a teammate knocks down an enemy with full purple armor. You are doing 150 dmg while your teammate is doing 50 dmg within 7.5 seconds before the knockdown. When that enemy is executed, you will be awarded 75% and your teammate is awarded 25% of the RPs for that kill.
This system would reward the ones contributing to fights and actually kinda severely punishing players who just runs after, doing nothing and just get carried through the ranks by one tapping to get assists