@Zeelmaekers Hiding is NOT a bannable tactic (I still don't get where you got that idea). That's just playing right by the rules in place.
And piggybacking is not hiding to gain rank points - it's doing absolutely nothing and watching your teammates get you points - "riding on their backs" (e.g., go afk, die and wait until teammates get some placement points). The "good" old getting carried by others "strategy". You're not "piggybacking" anyone if you're doing it all by yourself.
Hiding to get placements and not engaging in ANY fights was just one of the best strategies based on the points system in place in Series 1.
My thoughts on the new system:
The new system, while it will not be much different overall (good, because the current system DID work), but it does address the above mentioned tactic in a major way.
It shifts the weight away from 0-kill placement points and yet still does not support hotdropping by making kill points also scale with placements. It will be much harder to progress by not engaging in absolutely any fights at all (so just hiding to get to diamond will not be an option anymore, unless you're actually capable of defeating at laest 1 enemy squad).
But what's wirth noting is that with 5 kills+assists max, it will also shift the gameplay to an even more conservative one (if you're playing to win, then most likely you'll get your 5 points from defeating last 2 squads alone - no point to fight earlier if you don't have to). So I'm happy to say that the super-aggressive players will be disappointed with the new system even more 🙂. I on the other hand, really do like this aspect - BR is all about trying to be that one last squad standing, not about killing everyone and dying in 5th place.
As for hotdropping enthusiasts, the optimal strategy will be - hotdrop, get your 5 k/a and then hide for placements, avoiding any further fights. But that only works as long as you're VERY confident in your ability to win those early fights.
Also, if 1-2 teammates die and your team already has kills, it will still be VERY important for that 1 survivor to hide as long as possible.
In general, the optimal playstyle in series 2 should actually resemble quite closely the gameplay of high level competitive (e.g., the final of invitational).
Maybe the cap on K+A should be raised to 10, since 5 team-kills is a rather low cap, but overall it's not a huge difference. The low 5 cap capitalizes on importance to take only necessary fights and still rewards ability to win those. You will have to get to good positions in the circle for successful placements, but you will also need to be able to actually defend them successfully to get at least some kill points.
I do think that it will actually be easier to get carried by much higher players (well as long as the one carried manages to git at least one shot into some targets to get the assist points) in the new system, but I don't think that many ppl enjoy carrying dead weight and won't just play extended parties with them. It should not be a problem in random queue, since sometimes you'll get carried, sometimes you'll have to carry.
P.S. From my initial calculations, I do think that the new system will be a little stricter (due to increased entry cost), but it may also be a lot more consistent (most of the high place finishes will not "cover" as many 0 point finishes (although a max-points win is actually worth more than in series1), but the points from assists will also ensure that 0 point games are rarer).
My overall verdict: The scoring changes for series2 are subtle, but they should make the ranked play in it a lot better. It will probably still need some adjustments, but I feel the changes are really going in the right direction. Series 1 system addressed the hotdropping and mass killing problem (ignoring placements and not striving to win - not right), series 2 will address the other side of the spectrum of going strictly for placements while not even being capable to win fights.
My main takeaway points after looking at series 2 scoring system: 1) focus fire is highly encouraged (to get the assist points) - a core skill any Apex player should learn well, so great incentive; 2) you should be able to win any fights (because you absolutely must gain some kill points to progress), but at the same time you should want to AVOID any fight (which to me is the essence of BR genre) (because the cap for kills is low).
P.S. I do hope that shooting the target only when it's already downed will not award an assists, since that would incentivize a flawed tactic of collecting assists this way instead of actually helping the teammate with his next target.