Julmust skapades som ett alkoholfritt alternativ till Porter . DU frolmpar julmusten genom din historielshet <| sep |> Set your limits and do not cross them . <| sep |> Dva isn ' t too good , Ana is . Ana can currently output 180 healing per second on a single target , whereas Mercy , Lucio and Zen combined output 126 hps and that ' s not including the burst 100 heal . You put Anas healing on a target like Dva who has armour and it takes two heroes to outdps the healing and three to actually do damage . This isn ' t even addressing nanoboost halving damage . Ana is also defining the dps hero picks with nano . See how soldier and genii are the highest picks ? That ' s because their ult synergizes with nano . <| sep |> I can think of a few faction specific weapon ideas that would be pretty cool to see . IE , these ES weapon setsTRLynxstyle 125 max damage , 933 RPM close as possible TTK to 143800 model close range weapon , oversized mags 52 rounds for carbineAR versions , 120 round mag LMG version . Alt fire mode splits ammo between two barrels that fire simultaneously in a 4 round burst mechanically from a coder ' s standpoint , the weapon simply fires a 2 x burst of 250 damage projectiles . The altfire mode forms what ' s effectively a 2 x burst poor man ' s Battle Rifle . Alt fire mode fires at 358 RPM a taste faster than the real battle rifles and has an effective 26 rounds of 250 damage ammo though your ammo counter will always show the number of default rounds in your weapon . Accuracy stats are slightlybutnoticeably worse for both ADS and hipfire it is meant to be a poor man ' s battle rifle , after all . Altfire on LMG version has 3 barrels , and consumes 3 rounds simultaneously , but projectile damage is 300 max damage min damage remains 225 like the regular Battle Rifles , but keep in mind that the carbine version altfire also stops at 225 min damage , so there ' s some benefit on that limitation balancing between the weapons in this set . VSVS get something a little more vanilla , but with a twist . 143 max damage , 698 RPM , slightly but noticeably better hipfire accuracy than default ARCarbines , 35 round mag 65 with LMG version , same ADS accuracy , 5 m off radar detection range when firing unsilenced . Altfire mode is same damage model , 750 RPM , heat mechanic overheats in the same way the Betelgeuse , Darkstar , and Eclipse do , ADShipfire stats of a 143 max damage 800 RPM weapon , only has 15 rounds per mag gotta be accurate . All the altfire stuff sounds pretty crappy right now , doesn ' t it ? BUT , for every round fired from the altfire mode that deals damage to an enemy and gets a hitmarker , the default fire mode replenishes a round . This ammo is first replenished into the current magazine , and once that ' s filled , it begins replenishing reserve ammo . IE , you have 28 rounds in your defaultmode ' s 35 round mag . You swap to the altfire mode , and land all 15 rounds overheating the firemode on a nearby enemy . The first 7 rounds you land refill your default mag to 35 rounds , and with the mag now filled , the other 8 rounds are replenished into your ammo reserve . Additionally , the altfire mode can replenish up to 1 mag ' s worth of excess ammo one reserve mag more than you start out with , replenish via terminalsundy , or can resupply via an ammo pack . Keep in mind , all you have to do to replenish ammo is deal damage and get a hit marker with the altfire mode . You can shoot ANYTHING from normal infantry , to a max suit , to a passing harasserESFvalkyrie , or even just an enemy terminal ! NCA range oriented 167 max damage weapon that fires at around 526 RPM with one less damage loss per shot . Thus , LMGAR versions lose no damage , just like the damage model of the Blueshifts , Mercies , and Tomoe . Carbine version loses one damage rank instead of two , so it ' s min damage is 143 . Very good ADS accuracy , very poor hipfire accuracy , standard 2 x HS multiplier , 24 rounds 48 for LMG version per mag . Altfire mode fires like a shotgun consumes 4 ammo per shot blast of these 167 damage rounds at 200 RPM same accuracy stats as the automatic shotguns , lower pellet count so it ' s less reliable even at the longer ranges you ' d still find within the ideal range for a semiauto shotgun , and only Baron fire rate so it ' s slow firing . Essentially gives a unique long range oriented weapon a poorman ' s shotgun mode for when the flow of the battle forces you to either redeploy or pass through a shorter range engagement area to get to the next ideal ranged environment , or when someone surprises you and you don ' t want to have to rely on your pistol . The shotgun altfire mode has the slow fire rate of a baron , low mag size of a semiautoauto shotgun with no extended mags , and bad accuracy stats of an autoshotty PistonHaymakerPandora make up for the extra versatility , the low fire rate of the normal mode makes up for the high accuracy and lowno damage drop TBH , this weapon would more resemble a ReaperACX 11 style weapon than any 167 , so it ' s more like prelost damage , as it ' s modeled after a 200 damage weapon that starts out at it ' s minimum damage , with the major saving grace of having 167 damage tier bloompershot instead of 200 damage tier bloom . The NC ' s idea was inspired by the old PTS idea of the Bolt Precision Pro sniper rifle , which had an altfire shotgun mode where each of the 4 rounds in the mag could be turned into a really weak shotgun blast fun fact the Bolt Precision Pro was only like that on PTS for a few days before the devs reworked and renamed it to become the weapon we now know as the Railjack . Except the early PTS Bolt Precision Pro shotgun mode was worse than a prebuff MagScatter with only half the fire rate and no smart choke . The fact that they were giving NC another , utterly shitty shotgun it had default damage and velocity stats on the regular sniper mode back then , making it a pure gimmick weapon was the reason NC cried loud enough that they ditched the idea altogether .