Board Thread:Suggestions/@comment-30122104-20170414002300/@comment-31505287-20170416070917

Alih3434 wrote: SadnessRBLX wrote: edit: apparently it isn't clear enough, but this doesn't ban people >.> The number of modcalls is saved as a hidden stat after the Banhammer would be released. After a mod has taken 150 modcalls, they unlock the Banhammer weapon. It'd use the classic ROBLOX Banhammer mesh.

It has relatively similar stats to the Axe at the beginning. 100 damage, swing rate of 1.5s, length of 3.25, max hits of 1, and uses slightly more energy per swing then the Axe.

The thing that makes the Banhammer special is that it unlocks special attachments that buff the weapon as the mod bans rulebreakers.

350 Modcalls: Unlocks an attachment that makes the Banhammer lighter while doing the same amount of damage. Lowers swing rate to 1s and changes the energy usage to that of the Axes.

650 Modcalls: Unlocks an attachment that adds many small spikes to both sides of the head of the Banhammer, increasing damage to 125 and adding the ability to get headshots as well.

1000 Modcalls: Unlocks an attachment that creates a small explosion when a zombie is hit with the Banhammer. Does 50 damage to all nearby zombies, trips zombies it hits.

Encourages mods to moderate the game, rewards mods for doing their job, and may weasel out any mods that would abuse to get the Banhammer faster.

Plus, it's a cool melee that's not TOO overpowered as it's basically a buffed axe that requires a lot of work that only mods can get.

edit: The "Modcalls Taken" stat would be tracked through every click of the visit button or ban buttons on an untaken modcall. There'd be a debounce thing that prevents the buttons from being spam clicked to increase the stat. Shit. nah