[quote=“Sprix;92966”]Step 1: Reduce the size of the green dot.
Step 2: Fix the jittering while ADSing
Step 3: Increase the effective range to 20-22m from 19 (after all this is supposed to be a "long"range smg)
Or
Maybe a dmg increase of +1 will help or heck even a minuscule buff to the RoF.
The last patch did not help at all.[/quote]
I don’t think this will make the main issue go. The gun is hard to use due to its RPM, and has also a DPS issue. If you increase the damage by one, okay you would earn more DPS, but one damage won’t really make you kill things faster maybe. You would still need the same number of bullets to get one merc, no ?
More effective range would give it its own niche, but I am not sure if it’s that good…
The Blishlok is too extreme in two points probably. Too extreme in its low RPM, and too extreme in its damage per bullet. While the high bullet damage is not the issue, the low RPM is one of the most complained things about the gun. So what I am suggesting here is to decrease the damage per bullet to 15, which is a though choice : you would need exactly four headshots to kill a 120 hp mec, which is as much as presently, so it wouldn’t decrease the effectiveness of the gun. With this, you also increase the Blishlok’s RPM to 500. Like this, the gun keeps it properties (highest damage per bullet of all SMG, but lowest RPM), but should be a tad easier to use, with also small DPS increase (125 DPS is I am not mistaken). If needed, buff the clip and ammo pool : ammo efficiency was also the main perk of the Blishlok, and should stay like that : it’ll be still a tad bit harder to use after all.