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Tf2 how to craft l etranger

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Tf2 how to craft l etranger
May 28, 2019 Books 5 comments

TF2 now sells items. We've already interviewed Valve and offered our big-picture response to the update as a whole, but I wanted to give à la carte reviews of the new arms. As these equipments are still mostly unknown quantities, that's put the community in a position to make blind purchases--I'm here to tell you not to impulsively purchase a writhing, $5 digital fish to assault other players with, no matter how tempting that premise is in your mind.

I've punched $70.36 worth of money from my wallet so I can evaluate it all. Read further for my yays and nays, conveniently ranked by which items are the most dollar-worthy.

First: I'm universally vetoing the wallet-eating, $17.49 hats (Familiar Fez, Grenadier's Softcap, The Milkman and The Attendant), but it's worth noting that you need them to complete any of the new class-specific “item sets” which each confer additional bonuses when you're wearing all three items. At that price, it's smarter to drop $20 (currently on sale from $30) on the class-specific bundles, which unlock all the items from this update for a specific class.

Keep in mind that nearly all of these items can be randomly found or crafted--most reliably by combining an existing item from that class with reclaimed metal. Check TF2items for recipes. So, from best to worst:

The Sydney Sleeper (Sniper)

$2.50

It fires darts filled with pee. This is now TF2's most satisfying device for setting up kills and earning assists; wetting an enemy with a bodyshot, then following up with another dart is usually a guaranteed takedown. A side-benefit is that it lessens the frustration of trying to line-up skullshots and replaces it with, well, trying to distribute your urine to the entire enemy team. In summary: all the accuracy of the stock sniper rifle, but with your unique, demeaning biology appended. What more do you want in a gun?

Worth it? HELL YES

The Shortstop (Scout)

$2.50

My now-favorite Scout weapon, but not so much for its target-slowing trait as its focused firing. The Shortstop spits four pellets--six fewer than the normal Scattergun, but feels like it has equal or comparable harassing and killing power. It's more accurate over long distances, and also boasts a faster reload time than the existing Scatterguns, with the added benefit of reloading its entire clip at once instead of individual shells. The new standard.

Worth it? GET IT

The Black Box (Soldier)

$2.50

Brilliantly, the steady +15 HP per hit The Black Box returns when you damage an enemy isn't relative to how much hurt your rocket deals--a glancing blow on a Heavy grants the same amount of healing as missiling a Medic straight in the jaw. It's also something of a training tool for learning how to conserve your rockets.

Worth it? YUP

Secret Saxon (All)

$0.99

Dolling out a few of these on our server (and being the recipient of one myself), the frivolous fun of tossing an item to a random player on your server is a pop of joy mid-game. Be warned that the hidden loot inside may be an older TF2 item (I can't confirm if that includes hats), and be aware that they're not exploitable--gifted items aren't tradable and can't be broken down into spare metal, even if they're items from previous updates like The Wrangler.

Worth it? YES, YOU SCROOGE

The Powerjack (Pyro)

$2.50

In the moments I've found myself before standing over a car battery, I can accurately say that I've said to myself: “I would like to hit a man with that.” The Powerjack is a no-brainer for even moderate Pyro players, boosting the damage output of all weapons by a quarter and restoring a chunk of HP for every kill (melee or otherwise) you make. Powerful.

Worth it? YES

Mad Milk (Scout)

$5

Scouts: the Boston-accented mosquitoes of Team Fortress 2. They can jump twice before hitting the ground, their mother is more attractive than yours, and their twig arms still manage to hit home runs. Through dark science, they can now also heal themselves by coating you with milk, then shooting you. That's an incredible bonus for Scouts that like to fire while retreating, but at $5, you're better off trying to craft it.

Worth it? NEARLY

The Holy Mackerel (Scout)

$5

For now, the novelty of seeing “FISH KILL” stamped on the death notices isn't worth a hundred nickels. A missed opportunity for a unique taunt animation, too.

Worth it? FOR SEA ENTHUSIASTS ONLY

Gloves of Running Urgently (Heavy)

$5

+30% movement speed (only when equipped) at the cost of a -50% damage debuff. I can't endorse a one-dimensional, five buck unlock for the Heavy, even if it's a great escape tool. I'd say that they're cool to look at, but posing with them causes you to take six damage each second.

Worth it? NOT REALLY

The Vita-Saw (Medic)

$20, kind of

This is a bonus item, so I'm a little unsure how to rank it. I got one for making $20 worth of purchases. On death, you retain up to 20% of your stored Ubercharge, while losing 10% max health. Losing that slice of life (especially since Medics auto-regen a little on their own) for "uber-insurance" is a no-brainer.

Worth it? NOT WORTH $20, BUT GREAT

The Battallion's Backup (Soldier)

$5

The defensive cousin of The Buff Banner. Smart for payload maps where you're usually grouped-up with teammates, but being selfless isn't worth $5.

Worth it? NO, CRAFT IT

The Degreaser (Pyro)

$5

The Degreaser's fast weapon switch feat is lightning-quick--designed for heatmakers that like to quick-toast enemies and then finish them off with a swing of the Axetinguisher, but no one else.

Worth it? NO

Your Eternal Reward (Spy)

$5

This is the Spy's first-ever replacement for his knife. It's made impotent by the trait that if you poke a Heavy in his spine, you auto-disguise yourself as that class, inhibiting your ability to chain kills together when your footspeed automatically slows to that of the last character you killed.

Worth it? DR. NO

L'Etranger (Spy)

$2.50

Recharge your cloak battery with potshots. An unimaginative utility item for Spies that like to operate in the open.

Worth it? NO

The Bushwacka (Sniper)

$5

Another overpriced weap. Only useful when paired with Jarate attacks, and barely indistinguishable from the Tribalman's Shiv and the Sniper's stock Kukri.

Worth it? NO

Darwin's Danger Shield (Sniper)

$5

A croc cape isn't worth five bucks. Useful only to conservative or Snipers offended by Jarate, as it occupies the slot of one of TF2's best items.

Worth it? NO

Dueling Mini-game (All)

$1 (for five duels)

Hold on, these are consumable ? What the hell. You get five duels, initiated by equipping the item from your backpack, hitting H, and selecting the player you'd like to spar with as a metagame within your match. But bizarrely, duels don't last an entire map--just a round within that map. In other words: if you initiate a duel with someone with two minutes remaining on the second stage of Dustbowl, it'll only count kills within the context of those two minutes. Winning a duel grants you a badge that tracks your wins and win percentage in duels, levelling up metallically as you win more.

Worth it? NO, AND POTENTIALLY HABIT-MAKING

Paint Cans (All)

$2.50

Not usable with any weapons; at the moment, you can only pour paint on a handful of hats. The end color isn't especially bright, either.

Worth it? NUH-UH

Evan Lahti

Raised by a Team Fortress Classic clan, Evan can only communicate using multiplayer FPS jargon, sort of like that Star Trek: TNG "Darmok" episode. 2fort, when the walls fell...

What have you been in doing in Team Fortress 2 lately?

Timid

in da trees

OCD

davetb

I just got my dream unusual, a Sunbeams Safe N' Sound.

I just got my dream unusual, a Sunbeams Safe N' Sound. [img]http://i.imgur.com/i4w8mrL.jpg[/img]
Slacker

iEatBabyLegs

Trying to sell my Flies Fruit Shoot (rotten apple)
Trying to sell my Flies Fruit Shoot (rotten apple)
Plain

spaceboy

Just trading mostly. I don't enjoy the game like I used to. We need a map and gameplay overhaul to breathe some new life into it. And they need to lower the cost of ToD tickets so people will starting Manning Up again.
Just trading mostly. I don't enjoy the game like I used to. We need a map and gameplay overhaul to breathe some new life into it. And they need to lower the cost of ToD tickets so people will starting Manning Up again.
Valiant

Sir L4G4L0T

trying to sell my unusual while still trying to sell it for the same or more than the price I bought it for

I also like going on to the bazaar server and selling my weapons for 1 scrap each :)
trying to sell my unusual while still trying to sell it for the same or more than the price I bought it for I also like going on to the bazaar server and selling my weapons for 1 scrap each :)
Insider

[ Devi ] TFSRunner

Said screw trading and tried playing the game.
Experimenting with new weapon sets, just came back from a failed loose cannon experiment.
Said screw trading and tried playing the game. Experimenting with new weapon sets, just came back from a failed loose cannon experiment.
Ringleader

hands

Since I haven't been able to play any vidya at all for the past two weeks I've used the market to stock up on cheap craft hats and foil summer cards.
Since I haven't been able to play any vidya at all for the past two weeks I've used the market to stock up on cheap [url=http://steamcommunity.com/id/isthisthingon/inventory#440]craft hats[/url] and [url=http://steamcommunity.com/id/isthisthingon/inventory#753_6]foil summer cards[/url].
Confident

USELESS

Since I haven't been able to play any vidya at all for the past two weeks I've used the market to stock up on cheap craft hats and foil summer cards.



O_o all dem craft hats, GL with your crafting!
[quote=_Hands]Since I haven't been able to play any vidya at all for the past two weeks I've used the market to stock up on cheap [url=http://steamcommunity.com/id/isthisthingon/inventory#440]craft hats[/url] and [url=http://steamcommunity.com/id/isthisthingon/inventory#753_6]foil summer cards[/url].[/quote] O_o all dem craft hats, GL with your crafting!
Ringleader

hands

Yeah, no, I'm not gonna craft all of these. Planning to sell them
Yeah, no, I'm not gonna craft all of these. Planning to sell them
Confident

USELESS

Ah, (Wishes i could buy crafthats)

If your selling em for like 1.33 each i may buy a few from ya, I just need to sell some crafted items first.
Ah, [spoiler](Wishes i could buy crafthats)[/spoiler] If your selling em for like 1.33 each i may buy a few from ya, I just need to sell some crafted items first.
Slacker

Realistic Fish Head

Playing Harvest. A lot.
Also trading but since this is a trading site I figured we all probably do that
Playing Harvest. A lot. [spoiler]Also trading but since this is a trading site I figured we all probably do that[/spoiler]
Legendary

little girl with a big dong

DoomsdayJay]Playing Harvest. A lot.
Also trading but since this is a trading site I figured we all probably do that

I don't really trade much anymore.
[quote=[HEFF]DoomsdayJay]Playing Harvest. A lot. [spoiler]Also trading but since this is a trading site I figured we all probably do that[/spoiler][/quote] I don't really trade much anymore.
Smooth

2Dollarbill

DoomsdayJay]Playing Harvest. A lot.
Also trading but since this is a trading site I figured we all probably do that

I don't really trade much anymore.

Me neither, I'm just trying to collect some steam cards atm.
TF2 trading is dead to me because I'm just sick of it.

On topic: Playing CTF to the point where I can 1 v 1 anything with a demoman.
[quote=høt][quote=[HEFF]DoomsdayJay]Playing Harvest. A lot. [spoiler]Also trading but since this is a trading site I figured we all probably do that[/spoiler][/quote] I don't really trade much anymore.[/quote] Me neither, I'm just trying to collect some steam cards atm. TF2 trading is dead to me because I'm just sick of it. On topic: Playing CTF to the point where I can 1 v 1 anything with a demoman.
Valiant

[GIRL]Dixie#GreatWallOfTrump

Trading mostly, but also playing that new map, Standin

One of the best maps for trolldier IMO (Was able to hold point A all by myself as trolldier)
Trading mostly, but also playing that new map, Standin One of the best maps for trolldier IMO (Was able to hold point A all by myself as trolldier)
Posse

Z-gull

Playing the game as usual trying out items I've been avoiding because i'm trying to get a feel for them.
Monday night beatdown when ever there is a Monday.
avoiding trade servers.
Not complaining about the game and saying it's dead.
that's about it for me.
Playing the game as usual trying out items I've been avoiding because i'm trying to get a feel for them. Monday night beatdown when ever there is a Monday. avoiding trade servers. Not complaining about the game and saying it's dead. that's about it for me.
Legendary

Dr.CritSpam

introduced a friend to tf2. He loves it.
introduced a friend to tf2. He loves it.
Plain

Counter-Life™

Extended my Green Confetti Collection by a Backwards Ballcap. My 4th G.C. unusual.
Extended my Green Confetti Collection by a Backwards Ballcap. My 4th G.C. unusual.
Posse

Craft Material Type: weapon (Item can be used in crafting) Craft Class: weapon ( Item can Items: L'Etranger, Your Eternal Reward, The Familiar Fez Attributes.

You're browsing the GameFAQs Message Boards as a guest. Sign Up for free (or Log In if you already have an account) to be able to post messages, change how messages are displayed, and view media in posts.

Hey guys, I'm new to the game.

I would like to know if crafting items such as weapons and hats are worth it? Is it better to trade or so?
I'd say try trading first (make sure you know the values of certain items), then try crafting.

http://steamcommunity.com/id/76561197991794515

Crafting weapons is mostly a waste of time and resources. There are a few crafting recipes where it's just "single item + single item = New Single item" but most of them are of the "waste a bunch of weapons to get one item, then waste a bunch more to get another and then add something else to that and get one new item".

http://wiki.teamfortress.com/wiki/Crafting

If you look at that you'll see only a few require just 2 weapons...

You're better off trading or just doing achievements to get weapons.

http://raptr.com/badge/dc821beb3ce7e522d4d6721ba24c11e0/fs.png
http://badges.mypersonality.info/badge/0/19/193056.png

Hats are terrible to craft, unless you can't find a trader. Same with some weapons.

PSN - SynthetikSin | XBL - Synthetik Sin | SteamID - SynthetikSin

Most weapons are given to you if by completing the achievement milestones (complete X class achievements), so try that.

All the ones that can't be obtained like that have a special crafting recipe, which are:

Gunboats (Chargin' Targe + Razorback)
Pain train (Sandman + Scrap Metal)
Dalokohs bar (Sandvich + Bonk)
Homewrecker (Eyelander + Equalizer)
Tribalman's shiv (Huntsman + Dead Ringer)
Crit-a-Cola (Kritzkrieg + Bonk)
Scotsman's skullcutter (Axtinguisher + Jarate)
Southern Hospitality (Ambassador + Scrap Metal)
Vita-Saw (Übersaw + Reclaimed Metal)
GRU (KGB + Reclaimed Metal)

Claidheamohmor (Chargin' Targe + Homewrecker)
Back Scratcher (Axtinguisher + Scotsman's Skullcutter)
Boston Basher (Tribalman's Shiv + Sandman)
Fists of Steel (GRU + 2 Scrap)
Candy Cane (Kritzkrieg + Pain Train)
Jag (Southern Hospitality + 2 Scrap)

Crusader's Crossbow (2 Reclaimed + Huntsman)
Amputator (2 Reclaimed + Vita-Saw)

Brass Beast (2 Reclaimed + Natascha)
Buffalo Steak Sandvich (Crit-a-Cola + Sandvich)
Warrior's Spirit (2 Reclaimed + GRU)

Loch-n-Load (2 Reclaimed + Scottish Resistance)
Ullapool Caber (2 Reclaimed + Sandman)

Shortstop (Force-a-Nature + Reclaimed Metal)
Mad Milk (Jarate + Reclaimed Metal)
Holy Mackarel (Sandman + Reclaimed Metal)

Black Box (Direct Hit + Reclaimed Metal)
The Battalion's Backup (Buff Banner + Reclaimed Metal)

The Degreaser (Backburner + Reclaimed Metal)
The Powerjack (Axtinguisher + Reclaimed Metal)

The Sydney Sleeper (Huntsman + Reclaimed Metal)
Darwin's Danger Shield (Razorback + Reclaimed Metal)
The Bushwacka (Eyelander + Reclaimed Metal)

Your Eternal Reward (Cloak and Dagger + Reclaimed Metal)
L'Étranger (Dead Ringer + Reclaimed Metal)

You could drop both weapons for a recipe if you get lucky. But the ones that cost a reclaimed or two are generally not worth it since you can find someone that's trading it for less, or even just drop one yourself, too.

There are three types of people in the world: people that can count, and people that can't.
"I hate when people quote themselves in their sigs." -Me

Also the Loch and Load and the Eternal Reward are the only special weapons in that slot of that class, so not only can you use tokens to get them with a 100% chance, but it actually uses less weapons that way than the regular recipe.

Also note that the Sticky Jumper and Rocket Jumper have no crafting recipe other than a risky token attempt.

Also I think the achievement weapons are in the minority by now.

The guy who is complaining that we spend too much time on RI doesn't know that girls are people?
~PSXer

I need some honest opinions here. Should I craft a Familiar Fez, or trade for it. If so, then how much does a Fez cost usually?

I'm always the last person to post in a boring thread.

Basically, the original weapons should be crafted for metal. The Polycount Update weapons can sometimes trade for a little more than what they'd craft into. The new Christmas weapons are worth a fair bit right now. I'd hold onto vintage weapons if I were you. I think hats should mostly be traded, not recrafted, unless you happen to have 2 crappy hats, and trading metal for hats is usually preferable to crafting that metal into a hat that may end up worth much less in trade than what it cost to craft it.

http://backloggery.com/main.php?user=popo My game collection
http://www.twi-brigade.com/

The set hats are basically the only hats worth crafting if you're -really- desperate, but even then if you have the metal to craft one set hat you could probably buy two if you looked.

Our great computers fill the hallowed halls.

Also note that the Sticky Jumper and Rocket Jumper have no crafting recipe other than a risky token attempt.

By the way, those two were made droppable in a recent patch.

There are three types of people in the world: people that can count, and people that can't.
"I hate when people quote themselves in their sigs." -Me

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An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

General:
  • Added over 60 Gold Star community-submitted Workshop items
  • Summer Claim Checks can now be redeemed for Summer Coolers
  • Summer Cooler Keys are now available in the Mann Co. Store
  • Map Stamps and Strange Filters for the new community maps cp_standin and cp_process are now available in the Mann Co. Store
  • Reduced intensity of Bleed and Jarate screen effects under DX8
  • Added text search functionality to the backpack and the store
  • Added tf_hud_show_servertimelimit to display the server’s per-map time limit on the in-game HUD
  • In MvM, if all team members unready, the pre-round countdown will stop
  • In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop ‘red’ money that will automatically be collected when it would otherwise dissolve
  • Fixed a bug with the Unusual Adjustment Slider that would cause changes not to take effect
  • Double-clicking a crate will now take you to the appropriate key in the store
  • By default, items with non-standard qualities (i.e., strange, unusual) will not be selectable as craft ingredient. The ingredient selection UI has a checkbox to disable this feature and allow selection.
  • Unusuals and Stranges no longer stack in loadout equip pages
  • Fixed a bug that would sometimes cause incorrect Steam Community Market prices to be shown on item tooltips when using non-USD currencies
  • Fixed a bug that would cause the popular items page in the store to not always update correctly
  • Fixed a bug where disguised red spies spawned a blue heal particle when touching healthkits
  • Fixed a bug where certain projectiles and Engineer building gibs could cause doors to become stuck
  • Fixed a bug where crouch animations would not properly play while in humiliation state
  • Fixed a bug where full ÜberCharge effects would always show on the client if a player was killed with full ÜberCharge
  • Fixed a bug that allowed custom item names/descriptions containing HTML to sometimes change the appearance of items in Steam Community
  • Fixed level 3 dispensers missing geometry
  • Fixed level 2 dispensers appearing identical to level 1 dispensers at certain LODs
  • Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players
  • Fixed suicide deathnotices showing the dead player's last deployed weapon instead of the skull and crossbones
  • Fixed characters in the loadout page sometimes appearing as if they were cloaked
  • Weapon attributes will now show in the same order in-game and in Steam Community
  • Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs have been removed
  • Added support for the Oculus-native distortion function via the "oculus_use_ovr_distortion" convar in VR mode
Maps:
  • Added cp_standin and cp_process
  • Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town
  • cp_badlands
    • Fixed jumps being ruined by small rock ledge near spiral
    • Fixed prop collisions
    • Fixed clip smoothing
  • cp_dustbowl
    • Fixed players building in Blu's first spawn
    • Fixed players shooting through rocks in stage 2
    • Fixed collision in tunnels in stage 2
    • Fixed textures not displaying properly in Pyrovision
    • Fixed lighting on cliff faces
    • Fixed skybox error in stage 3.
    • Fixed players getting killed through the ceiling under stage 2 cap 1
    • Adjusted ceiling height in stage 3 tunnel for better clearance
    • Cleaned up prop collision
  • cp_egypt
    • Fixed clip brush exploits
    • Players can no longer build on top of arches and high ledges
  • cp_gorge
    • Players can no longer build in Blu's first spawn room
    • Changed scale of water texture
  • cp_granary
    • Fixed improper orientation on arrow signs
    • Fixed players getting above red forward spawn
    • Fixed players building on cargo containers inside spawn room
    • Fixed holes in skybox geometry
    • Removed collision from hanging lamp over Red spawn
    • Removed collision from security cameras above Red and Blue spawns
    • Mirrored fence alcove from Blu final cap arena to Red side
    • Balanced collision of rocks in final capture arenas
    • Re-ordered spawns in the first spawn room to be consistent between Red and Blu
  • cp_gravelpit
    • Clipped roof of building over cap A
    • Removed helthpack under terrain
    • Added decals under health kits and ammo packs
  • cp_gullywash
    • Fixed players getting out of the map near the middle capture point
    • Fixed collision exploits near middle capture point
  • cp_mountainlab
    • Fixed collision issues on the ladders and hill that lead to the first point
    • Fixed static prop lighting
  • cp_steel
    • Fixed players blocking Blu's spawn exit door leading to capture point B
    • Fixed collision on ledge near capture point B
    • Players can no longer build inside Red spawn room.
    • Blu spawn point over grate removed.
  • ctf_2fort
    • Fixed building inside of spawn doors
    • Fixed clipping exploits on battlements
    • Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed dispenser
    • Cleaned up prop collision
    • Smoothed clipping on wagon wheel and other props
  • ctf_well
    • Fixed players jumping out of the map
  • koth_king
    • Health and ammo packs now match on Red and Blu sides of the map
    • Players can no longer build in spawn doors
  • koth_lakeside
    • Fixed rockets passing through terrain near the capture point
  • koth_viaduct
    • Players can no longer build in spawn room rafters
  • mvm_bigrock
    • Fixed players building on rock in cave section
  • pl_badwater
    • Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls
    • Fixed player clip smoothing
    • Fixed fence collisions
    • Fixed floating rocks in skybox
    • Fixed lighting on props
    • Fixed lighting on canyon vista
    • Handrails no longer collide with bullets and projectiles
    • Performance increase through poly reduction, model collision reduction and model fade distances
    • Players can no longer build inside Blu spawn room
    • Players can no longer be trapped with teleporters under the sign by the first capture point
    • Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured
    • Players will now be crushed by closing doors upon the capture of point 2
  • pl_barnblitz
    • Fixed building in the skybox above Red's final spawn
    • Teleporters will no longer self destruct when used on the battlements near Blu's first spawn
  • pl_frontier
    • Fixed spawn doors not working properly after second capture.
    • Players can no longer build inside kill volumes
    • Players can no longer build inside of Blu's second spawn room
    • Red players can now enter the Blu team spawn upon round win
  • pl_goldrush
    • Fixed collision on props and clip exploits
    • Fixed buildings being prohibited from construction in the garage near the end of stage 3
    • Players can no longer block the cart through the wall in stage
    • Players can no longer build in spawn exits
    • Players can no longer build on the shack roof near the end of stage 3
    • Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap
    • Players can no longer build on the perch in stage 1
    • Handrails no longer collide with bullets and projectiles
  • pl_thundermountain
    • Fixed gate visible through ceiling in stage 3
    • Fixed clipping in stage 3 Blu spawn
    • Prevented players from building in the cliffside kill zone in stage 1
  • pl_upward
    • Fixed exploit where Blu team could be trapped in their final spawn room
    • Fixed gap in collision which allowed Blu players to be shot in their first spawn
    • Fixed fade distances on props in Blu spawn
    • Fixed players building under catwalk on the ledge of the final pit
    • Fixed clip brush exploits
    • Players can no longer be trapped by teleporting under stairs near final capture point
    • Players can no longer build inside of Red's final spawn room
    • Players can no longer build inside of spawn room doors
    • Players can no longer be trapped inside of the capture point sign
    • Prevented Blu team from entering final spawn room while it is neutral
    • Smoothed clipping collision
    • Collision performance increases
    • Handrails no longer collide with bullets and projectiles
    • Replaced floor texture in Red team final spawn room
  • plr_hightower
    • Fixed clip brush exploit above building on cliff edge
  • plr_nightfall
    • Fixed players jumping outside of the map
    • Reduced prop collision
  • plr_pipeline
    • Fixed invisible faces
    • Handrails no longer collide with bullets and projectiles
  • tc_hydro
    • Fixed clip brush exploit where players could get out of world
    • Fixed players getting on top of monument.
Items:
  • The Chieftain's Challenge, Lord Cockswain's Pith Helmet, That '70s Chapeau, The K-9 Mane, The Stovepipe Sniper Shako, The Pounding Father, and Vox Diabolus can now be painted
  • "The Public Enemy", "The Urban Professional", and "The Dumpster Diver" sets will now show up as sets in the in-game UI
  • Cursed Soul items (Halloween zombie skins) are now renameable
  • Strange Bacon Grease can now be gift-wrapped
  • Added LODs to the Airborne Armaments set items
  • Fixed Bison/Pomson projectiles getting stuck on doors
  • Fixed Baseballs and Jars sometimes going through thin geometry
  • Crit-A-Cola
    • Removed: Damage taken mini-crits
    • Added: Damage taken increased 25%
  • Shortstop
    • Added 20% bonus healing while deployed
    • Added 80% vulnerability increase to all push forces while deployed
  • Winger
    • Added +25% Jump Height bonus when active

  • The Special Delivery (set)
    • Removed: +25 max health on wearer
    • Added: Leave a calling card on your victims
  • Battalion's Backup
    • Added additional +15% Sentry damage resistance to all teammates while banner effect is active (50% damage reduction while banner is active)
    • Rage is now generated from damage dealt instead of damage received
  • Black Box
    • Rocket explosions now use correct sound

  • Beggar’s Bazooka
    • Fixed an exploit that allowed players to hold a set fixed number of rockets (reload cancelling)
    • Misfired Rockets now remove one loaded rocket from the clip
  • Concheror
    • Rage is now generated only from damage dealt
    • Buffed players now receive a speed boost, in addition to the previous Health-On-Hit effect
  • Cow Mangler 5000
    • Reduced clip size (from 5 to 4)
    • Removed -10% damage attribute
    • Removed 5% slower reload attribute
    • Added missing "sets players on fire" description text
    • New particles and sound
  • Escape Plan
    • Players receive the Marked-For-Death effect after deploying, and for a short period after holstering
  • Liberty Launcher
    • Removed: 25% reduced clip size penalty
    • Added: 25% reduced damage penalty

  • Original
    • Rocket explosions now use correct sound

  • The Tank Buster (set)
    • Removed: +20% Sentry damage resistance on wearer
    • Added: Leave a calling card on your victims
  • Phlogistinator
    • Fixed "Mmmph" progress resetting after touching a resupply cabinet
  • Powerjack
    • Added: 15% increase move speed while deployed
    • Added: 20% damage vulnerability to all sources
  • The Gas Jockey's Gear (set)
    • Removed: +10% faster move speed on wearer
    • Removed: +10% bullet damage vulnerability on wearer
    • Added: Leave a calling card on your victims
  • Chargin' Targe
    • Added: Afterburn immunity
  • Loose Cannon
    • Range no longer affects direct cannonball impact damage
    • Reduced charge time to 1 second
    • Added: Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects
    • Double-Donk damage now mini-crits
  • The Expert's Ordnance (set)
    • Removed: +10% fire damage resistance on wearer
  • Buffalo Steak Sandvich
    • Removed: Damage taken mini-crits
    • Added: Damage taken increased 25%
  • Dalokohs Bar
    • Increased amount of health restored per-bite from 15 to 25
  • Gunslinger
    • Fixed a bug that caused mini-sentries to heal while being constructed
  • Rescue Ranger
    • Minor increase in damage per bolt
    • Increased building healing from 50 to 75 per bolt
  • Short Circuit
    • Ammo cost reduced when an attack destroys a projectile
  • Wrangler
    • Slightly reduced accuracy of manually-controlled sentry at long range
    • Protective shield now fades 1 second after the owning Engineer dies
  • Crusaders Crossbow
    • Changed arrow projectile to a large syringe
    • Added new trail effects
    • Smoothed out reload animation (DPS unchanged)
    • Fixed being able to heal players that are using items that block healing
  • Quick-Fix
    • Added 50% Overheal
    • Über now affects the medic when there's no heal target
    • Shotguns with pushback (Force-A-Nature) no longer affect players under the effect of Quick-Fix’s Über
  • Vaccinator
    • Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented
  • Bazaar Bargain
    • Fixed the starting charge rate being -40% instead of -20%
    • Capped the max charge rate to 200%
  • Cozy Camper
    • Removed movement penalty.
    • Added: Damage taken increased by 20%
  • Darwin's Danger shield
    • Added: Bullet damage taken reduced by 15%
    • Added: Explosive damage taken increased by 20%
  • The Croc-o-Style Kit (set)
    • Removed headshot immunity
    • Added: Leave a calling card on your victims
  • Dead Ringer
    • When under the effect of Feign Death, damage taken decreases the duration of the effect
  • L'Etranger
    • Added: 40% increased cloak duration
  • Spy-cicle
    • Fixed a bug that would cause the charge meter to not reset when the spy was killed
  • The Saharan Spy (set)
    • Removed: Reduced decloak sound volume
    • Removed: 0.5 sec longer cloak blink time
    • Added custom particle effects when taunting

TF2: L'Etranger (Main). This is a relatively old piece I built around the concept of having a working chamber. While the body ended up a little fat due to the.

Known Blueprints

Show only blueprints available in Free to Play accounts

Blueprints

Crafting

Common

NameRequiresResult
Fabricate Class Weapons (Scout, Primary)

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Fabricate Class Weapons (Scout, Secondary)

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Fabricate Class Weapons (Scout, Melee)

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Fabricate Class Weapons (Sniper, Primary)

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Fabricate Class Weapons (Sniper, Secondary)

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Fabricate Class Weapons (Sniper, Melee)

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Fabricate Class Weapons (Soldier, Primary)

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Fabricate Class Weapons (Soldier, Secondary)

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Fabricate Class Weapons (Soldier, Melee)

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Fabricate Class Weapons (Demoman, Primary)

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Fabricate Class Weapons (Demoman, Secondary)

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Fabricate Class Weapons (Demoman, Melee)

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Fabricate Class Weapons (Heavy, Primary)

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Fabricate Class Weapons (Heavy, Secondary)

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Fabricate Class Weapons (Heavy, Melee)

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Fabricate Class Weapons (Medic, Primary)

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Fabricate Class Weapons (Medic, Secondary)

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Fabricate Class Weapons (Medic, Melee)

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Fabricate Class Weapons (Pyro, Primary)

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Fabricate Class Weapons (Pyro, Secondary)

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Fabricate Class Weapons (Pyro, Melee)

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Fabricate Class Weapons (Spy, Secondary)

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Fabricate Class Weapons (Spy, Melee)

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tf2 how to craft l etranger

Team Fortress 2 Crafting Frequently Asked Questions by DanPMK I've seen or Bushwacka]; Familiar Fez = 4 Refined + [L'Etranger or Your Eternal Reward].

tf2 how to craft l etranger
Written by Kagara
5 Comments
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