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| {{DISPLAYTITLE:Economy System}}
| | #REDIRECT [[Economy]] |
| The '''Economy System''' is one of the most important strategic elements in [[Counter-Strike 2]]. Managing money effectively determines when teams can buy weapons, armor, and [[Utility Usage|utility]], and is often the difference between winning and losing matches.
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| == Overview ==
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| In CS2, players earn money through round wins, round losses, kills, bomb plants, and bomb defusals. This money is used to purchase weapons, [[Armor and Damage System|armor]], and [[Utility Usage|utility]] at the start of each round. Understanding the economy is essential for making informed buy decisions and coordinating with teammates.
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| The maximum money a player can hold is '''$16,000'''. Every player starts a half with '''$800''' on pistol rounds.
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| == Round Win Rewards ==
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| {| class="wikitable" style="text-align:center;"
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| ! Condition !! Reward
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| | '''Round win (elimination)''' || $3,250
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| |-
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| | '''Round win (bomb explosion)''' || $3,500
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| |-
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| | '''Round win (bomb defuse)''' || $3,500
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| | '''Round win (time expiry, CT)''' || $3,250
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| | '''Bomb plant bonus (T, even on loss)''' || $800
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| |}
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| == Loss Bonus (Round Loss Rewards) ==
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| The loss bonus system provides increasing money to the losing team to prevent one side from snowballing too far ahead:
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| {| class="wikitable" style="text-align:center;"
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| ! Consecutive Losses !! Reward
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| | '''1st loss''' || $1,400
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| | '''2nd consecutive loss''' || $1,900
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| | '''3rd consecutive loss''' || $2,400
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| | '''4th consecutive loss''' || $2,900
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| | '''5th+ consecutive loss''' || $3,400 (maximum)
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| |}
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| When a team wins a round, their loss bonus counter resets. Losing the pistol round grants $1,900 instead of the standard $1,400.
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| == Kill Rewards ==
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| Different weapons provide different kill rewards, incentivizing the use of cheaper or higher-risk weapons:
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| {| class="wikitable" style="text-align:center;"
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| ! Weapon Category !! Kill Reward
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| | '''Rifles''' ([[AK-47]], [[M4A4]], [[M4A1-S]], etc.) || $300
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| | '''SMGs''' ([[MAC-10]], [[MP9]], [[UMP-45]], etc.) || $600
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| | '''Shotguns''' ([[Nova]], [[MAG-7]], etc.) || $900
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| | '''Pistols''' (most) || $300
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| | '''[[CZ75-Auto]]''' || $100
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| | '''[[AWP]]''' || $100
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| | '''[[Knife]]''' || $1,500
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| | '''[[Zeus x27]]''' || $0
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| |}
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| == Buy Round Types ==
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| === Full Buy ===
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| A '''full buy''' is when the team purchases rifles, full armor (kevlar + helmet), and a complete set of [[Utility Usage|utility]]. This typically costs $4,500-$5,500 per player. A full buy gives the best chance of winning the round.
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| === Eco Round ===
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| An '''eco round''' (economy round) is when the team spends little to no money to save for a full buy in the following round. Players might buy nothing, or pick up just a [[P250]] or [[Desert Eagle]]. The goal is to accumulate enough money for a full buy next round.
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| === Force Buy ===
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| A '''force buy''' is when the team spends most or all of their money on the best equipment they can afford, even though they cannot achieve a full buy. This is a calculated gamble, often done with pistols + armor or SMGs. Common in situations where losing another round would put the team in a dire position.
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| === Half Buy ===
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| A '''half buy''' is a middle ground between an eco and a full buy, where players purchase partial equipment such as armor + pistol or a cheap SMG. This is sometimes done to maintain competitive pressure while still saving some money.
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| === Save Round ===
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| A '''save round''' occurs during a round when players decide not to attempt a retake or engagement in order to preserve their weapons and equipment for the next round. Players with expensive weapons like the [[AWP]] will often save rather than risk losing the weapon.
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| == CT Economy Changes (July 2025 Update) ==
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| A significant update in July 2025 introduced a new mechanic: every time a CT kills a Terrorist, each member of the CT team receives $50, regardless of who made the kill. This was designed to address the historical economic disadvantage of the CT side.
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| == Economic Strategy Tips ==
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| * '''Coordinate buys''' with your team. A team where everyone full-buys together is far stronger than a mix of full buys and ecos.
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| * '''Track the enemy economy'''. If you know the opposing team cannot afford a full buy, consider purchasing SMGs for the higher kill reward.
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| * '''Plant the bomb''' as Terrorists, even in unlikely-to-win rounds. The $800 plant bonus helps recovery.
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| * '''Save expensive weapons''' like the [[AWP]] when a round is clearly lost.
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| * '''Buy armor''' on force buy rounds. Armor significantly improves survivability. See [[Armor and Damage System]].
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| [[Category:Game Mechanics]]
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