Example: The Dictator AR.
Increasing the base damage of a gun that shoots out three projectiles, two of which split off to the side at the barrel, making them useless for any range that isn’t right in front of something will NOT make it any more useable.
Increasing the base damage of a gun that shoots out 3 saw blades onto the ground that run out into an uncontrollable frenzy will not make it any more useable.
Increasing the base damage of a sniper whose most damage comes from a secondary set of projectiles that float above a target after the first shot and then slam down after sitting there for 3 seconds, giving the target ample time to scurry onto the other side of the map, avoiding the secondary set of projectiles entirely, will not making it any more useable.
Nerfing popular items because your players don’t use others will not make us use the bad ones.
Analogy: Taking a baseball bat to the one nice car on your lot will not make the other twenty clunkers on your lot any more appealing. It will just make us want to go to another car lot.
Fix the unpopular weapons mechanics and root problems that prevent us from wanting to use them at all instead of cutting down on the damage of the weapons we do.