Economy guide for CS:GO
Yuriy SheremetWhat is economics and why is it needed?
The economy in CS:GO is one of the most important aspects of the game. The economic system distinguishes CS: GO from other shooters
The economy in CS:GO makes any weapon in demand - each rifle has its own price, depending on various indicators. This works for balance - players cannot constantly run with AWP, AK and M4. You have to use their cheaper counterparts. In addition, the team that won the round gets an additional advantage.
The economy has a big impact on the tactics in the round - depending on the amount of money in your hand, you put in the right gear.
The defense side is especially economically dependent, which needs a large number of grenades to deter and good weapons to receive, in addition, they cannot receive a bonus for planting a bomb.
Each player starts the match with $800 in their account, which can be spent on weapons and equipment. Each product has its own price. The difficulty lies in spending money wisely and efficiently.
In the first round, players can buy either a pistol or armor without a helmet. Throughout the game, your economy will constantly change, it depends on the rounds won and lost, kills, bomb planting.
Recommend to read:
- WallHack command CSGO – all commands for viewing through walls mode;
- CS GO console commands – the most popular console commands and cheats;
- CSGO ranks – explanation of the system of titles and ranks.
How the economy works
Weapons in CS:GO are divided into several types. The amount of money received for killing with different types of weapons is different.
Kill rewards:
Rifles:
Rifle | Weapon side(s) | price | Kill Reward |
Galil AR | T | $2,000 | $300 |
FAMAS | CT | $2,050 | $300 |
AK-47 | T | $2,700 | $300 |
M4A4 | CT | $3,100 | $300 |
M4A1-S | CT | $2,900 | $300 |
SG553 | T | $3,000 | $300 |
AUG | CT | $3,300 | $300 |
G3SG 1 | T | $5,000 | $300 |
SCAR-20 | CT | $5,000 | $300 |
SSG 08 | T/CT | $1,700 | $300 |
AWP | T/CT | $4,750 | $100 |
Pistols:
Pistol | Weapon side(s) | price | Kill Reward |
Glock-18 | T | $200 | $300 |
USP-S | CT | $200 | $300 |
P2000 | CT | $200 | $300 |
P250 | T/CT | $300 | $300 |
CZ75-Auto | T/CT | $500 | $100 |
Five Seven | CT | $500 | $300 |
Tec-9 | T | $500 | $300 |
Dual Berettas | T/CT | $400 | $300 |
Desert Eagle | T/CT | $700 | $300 |
R8 Revolver | T/CT | $600 | $300 |
Submachine guns (SMG)
SMG | Weapon side(s) | price | Kill Reward |
MAC-10 | T | $1,050 | $600 |
MP9 | CT | $1,250 | $600 |
PP-Bizon | T/CT | $1,400 | $600 |
MP7 | T/CT | $1,500 | $600 |
UMP-45 | T/CT | $1,200 | $600 |
P90 | T/CT | $2,350 | $300 |
Heavy weapons:
Heavy | Weapon side(s) | price | Kill Reward |
Sawed Off | T | $1,100 | $900 |
MAG-7 | CT | $1,300 | $900 |
Nova | T/CT | $1,050 | $900 |
XM 1014 | T/CT | $2,000 | $900 |
M249 | T/CT | $5,200 | $300 |
Negev | T/CT | $1,700 | $300 |
Grenades:
Grenade | Weapon side(s) | price | Kill Reward |
Decoy | T/CT | $50 | $300 |
flashbang | T/CT | $200 | $300 |
Smoke | T/CT | $300 | $300 |
HE | T/CT | $300 | $300 |
Molotov Cocktail | T | $400 | $300 |
Incendiary | CT | $600 | $300 |
Equipment
gear | Weapon side(s) | price | Kill Reward |
Kelvar Vest | T/CT | $650 | |
Kelvar + Helmet | T/CT | $1,000 | |
Zeus x27 | T/CT | $300 | $0 |
Knife | T/CT | $0 | $1,500 |
Defuse Kit | T/CT | $400 |
Round reward
The result of the round determines how much money your team will receive per player. Each player starts the half with $800 and money is earned based on the outcome of the round. The monetary limit for both parties is $16,000.
Terrorist (T) side
Round after reset | Win | bomb detonate | Total | Loss}}}} | bomb plant | Total |
First round | $3250 | $250 | $3500 | $1400 | $800 | $2200 |
Second round | $3250 | $250 | $3500 | $1900 | $800 | $2700 |
third round | $3250 | $250 | $3500 | $2400 | $800 | $3200 |
Fourth round | $3250 | $250 | $3500 | $2900 | $800 | $3700 |
Fifth round}} | $3250 | $250 | $3500 | $3400}} | $800 | $4200}} |
(}} maximum loss bonus)
Attack players who lose the round due to lack of time do not receive money at the end of the round.
Counter-Terrorist (CT) side
Round after reset | Win | bomb detonate | Total | Loss | bomb plant | Total |
First round | $3250 | $250 | $3500 | $1400 | N/A | $1400 |
Second round | $3250 | $250 | $3500 | $1900 | N/A | $1900 |
third round | $3250 | $250 | $3500 | $2400 | N/A | $2400 |
Fourth round | $3250 | $250 | $3500 | $2900 | N/A | $2900 |
Fifth round}} | $3250 | $250 | $3500 | $3400}} | N/A | $3400}} |
What to buy?
There are several types of purchase, it depends on the amount of money the whole team has.
- Full buy: Rifle, armor and grenades.
- Force buy: submachine gun, custom pistol and first armor
- Quasi buy: Rifles, submachine gun, custom pistols and armor
- Eco/save: custom pistol and some grenades
- Full save: don't buy anything.
Economy in the first rounds
Second round
If you win the round then SMGs are bought. Three farmguns are currently relevant - MP7, MP9 and MAC-10.
If you lose the round, you have ~$1500 in your hands. In this case, a gun is bought and $ 1000 remains. If you are a sniper, then I do not advise you to buy a gun, because. these $500 will not be enough for you to buy an AWP.
Third round
When the second round is won, you must throw off your farmgun to the teammate who died in the last round, and buy M4A1/AK-47 yourself. At the same time, if you already have a rifle, it is not advisable to spend $ 300-700 to buy a pistol, because. spending this money will not be justified in the event of your death and in the future it may disrupt your economy. If you lose, you already have $2400. This round is a full eco.
Fourth round
If you win, you have an ideal economy, unless of course you die every round. After the full eco round you have ~5000$. This amount will be enough for you for a full purchase.
Don't forget the team
Each player can have their own money, but this does not mean that players should only buy items that benefit only themselves. The player should consider his money as a tool to better prepare the whole team for the upcoming round. For example, if a player has $5,000 and already has a full set of armor and a rifle, that player must buy for a teammate who cannot fully buy. The round is more likely to succeed if the full team is equipped with at least rifles and armor. Players who only buy for themselves risk leaving other teammates vulnerable.
It's also very important to coordinate your buying to make sure the team spends the money together. Players who spend all their money each round will not be able to afford the full purchase and will not be able to be an effective team member. Players who also insist on saving each round and accumulating their cash are not helping their team and wasting precious resources. Buying together is the key to winning consecutive rounds.
Finally, each player does not need a defuse kit. One set per site will be enough. The player who survives the round can give their weapons to an ally if they don't have enough money, as when the player dies, they will need to re-purchase armor and grenades.
Enemy economy
Reading the opponent's economy is worth at least because it allows you to prepare for a potential round from the opponent. The defense lost the buy round and this is their first loss? So, it is possible to take a SMG or a shotgun and farm some money. Attackers planted a bomb but failed to defend it and lost in three rounds in a row? It is worth being wary of their next round, as they will most certainly have a full buy.
Yes, in CS:GO you can easily win with a full eco, but in matches with equal opponents, knowledge of the economy will help you at least control the situation at the macro level.
Yuriy Sheremet – Expert in mobile gaming and esports among shooters and MOBA games.
At EGamersWorld, Yuriy, as in 2020 when he joined the portal, works with content, albeit with adjustments to his area of responsibility.