Ranged executions are boring and they give the advantage ofbeing able to be in a safe spot while executing also it can create lots of problems with different elevations
still ... a lack of ranged executions means that classes like assault marine and tactical marine (and quite possibly apothecary) which are all "close range" or "near-close range" capable/focused, will have the opportunity to gain "execution kill xp" and progress faster then classes like the devestator which is "long range" focused and is in fact deliberately designed to be "weak" at ''close range"
Conundrum Low risk long range executions will be a problem because they will allow players to farm the aftermath of melee fights. Picking of players with executions would unfairly deny the close range player on the spot from taking the execution, or reduce the chance of the downed player being saved. I agree they need something along the lines of executions but a standard close range one is going to be under used and I've stated my misgivings about a long range version. Like I said I'm stumped as to what would be a viable option. Perhaps we'll get an idea of current thinking during the beta, but looks like it's going to remain Eternal Mehrine til Xmas.
A way of compensating the ranged players would be to give them more exp for a kill. I don't think it would be too hard for them to give x% more exp when the kill is over a given distance. So heavy weapons and snipers will get a constant increase in exp (though it would be a small one per kill). If they kill someone close up, then they will have to do an execution to get the extra exp, as it is below the range threshold.
also the classes who stay at long range will die less often so they can farm more xp by standing alive longer also they have an AoE effect on enemies which will grant them more assists then other classes
being at range hasnt been proven to be safer yet lol, reckoning they can farm more xp during each "life" then the "close-short range" classes is a bit dubious, while it is of course a WIP ... currently the execution xp reward is the same as a "kill" reward (should probably use the term "down"), meaning a player who can "down" and execute their victim gets twice the xp as a player who can only "down" them, and the "assist" reward has yet to be shown so wether it balances out or not .... time will tell
There already are ranged executions. Shoot the downed victim. I have 0 doubts that ranged classes will be easier than melee once full sized battles are underway and thus will make up for the lack of execution xp simply from farming kills from afar while melee classes will more than likely be dieing more often and spending more time running to the front lines and using up even more time waiting for opportune moments to strike. Additionally ranged classes will be closer to a friend/healer who can revive them if downed from range unlike melee who will go down in the midst of the enemy. All that said I'd argue melee would get any XP boost should it happen.
Katie plays relatively "close range" classes all the time, but has started resorting to throwing grenades to finish off downed foes. Why? Because executions take a long time, leave you open and exposed, etc. I wouldn't worry too much about it. Remember, they said they'll keep a close eye on the metrics and adjust experience rewards as needed. If "ranged" classes fall behind due to executions (which I seriously doubt), they'll adjust it or give you some amount of experience for finishing downed players without an execution, too. That is the correct solution, not giving people ranged executions, that is just silly.