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{{DISPLAYTITLE:Economy}}
The '''economy''' system in Counter-Strike 2 determines how much money players earn and spend each round. Managing economy is a core strategic element.
The '''Economy''' in [[Counter-Strike 2]] is the money management system that determines what weapons, [[Armor and Damage System|armor]], and [[Utility Usage|utility]] teams can afford each round. For a complete guide, see [[Economy System]].


== Quick Reference ==
== Basics ==
* Starting money: '''$800'''
* Maximum money: '''$16,000'''
* Money resets at halftime (after round 12)


=== Round Win Rewards ===
== Round Win Rewards ==
{| class="wikitable" style="text-align:center;"
{| class="wikitable"
|-
|-
! Condition !! Reward
! Condition !! Reward
|-
|-
| '''Round win (elimination)''' || $3,250
| Elimination win || $3,250
|-
|-
| '''Round win (bomb explode)''' || $3,500
| Bomb explosion (T) || $3,500
|-
|-
| '''Round win (defuse)''' || $3,500
| Bomb defuse (CT) || $3,500
|-
|-
| '''Bomb plant bonus (T)''' || $800 (even on loss)
| Time expired (CT) || $3,250
|}
|}


=== Loss Bonus Progression ===
== Loss Bonus ==
{| class="wikitable" style="text-align:center;"
Losing consecutive rounds increases the loss bonus:
 
{| class="wikitable"
|-
|-
! Consecutive Losses !! Reward
! Consecutive Losses !! Bonus
|-
|-
| 1st loss || $1,400
| 1 || $1,400
|-
|-
| 2nd loss || $1,900
| 2 || $1,900
|-
|-
| 3rd loss || $2,400
| 3 || $2,400
|-
|-
| 4th loss || $2,900
| 4 || $2,900
|-
|-
| 5th+ loss || $3,400
| 5+ || $3,400
|}
|}


=== Kill Rewards by Weapon ===
Winning a round resets the loss streak to 0.
{| class="wikitable" style="text-align:center;"
 
== Kill Rewards ==
{| class="wikitable"
|-
|-
! Category !! Reward
! Weapon Type !! Kill Reward
|-
|-
| Rifles || $300
| Knife || $1,500
|-
|-
| SMGs || $600
| SMGs (except P90) || $600
|-
|-
| Shotguns || $900
| Shotguns || $900
|-
|-
| [[Knife]] || $1,500
| Pistols || $300
|-
| Rifles || $300
|-
|-
| [[AWP]] || $100
| Sniper Rifles || $300
|-
|-
| [[CZ75-Auto]] || $100
| AWP || $100
|-
|-
| [[Zeus x27]] || $0
| Machine Guns || $300
|}
|}


=== Buy Types ===
== Objective Bonuses ==
* '''Full Buy''' - Rifle + armor + full utility (~$4,500-$5,500)
* Bomb plant: +$300 (individual T who planted)
* '''Force Buy''' - Best affordable equipment when behind
* Bomb defuse: +$300 (individual CT who defused)
* '''Eco Round''' - Save money for next round
* Teammates get $50 per teammate kill (July 2025 update)
* '''Half Buy''' - Partial equipment (armor + pistol)
 
== Typical Buy Costs ==
{| class="wikitable"
|-
! Buy Type !! T Cost !! CT Cost
|-
| Full Buy || ~$4,550 || ~$5,350
|-
| Force Buy || ~$2,500-3,500 || ~$2,500-3,500
|-
| Eco || $0-300 || $0-300
|}


For detailed economy strategy, loss bonus mechanics, and the July 2025 CT economy update, see [[Economy System]].
== Buy Round Types ==
* '''Full Buy''' — Rifle + armor + utility. Team should have $4,000+ to full buy.
* '''Force Buy''' — Spend everything on the best possible loadout. Risky but can break opponent economy.
* '''Eco''' — Save money by buying little or nothing. Win with pistols or pick up enemy weapons.
* '''Half Buy''' — Spend some money (SMGs, armor) while building economy for next round.


[[Category:Game Mechanics]]
[[Category:Game_Mechanics]]
[[Category:CS2]]

Latest revision as of 13:45, 23 February 2026

The economy system in Counter-Strike 2 determines how much money players earn and spend each round. Managing economy is a core strategic element.

Basics

  • Starting money: $800
  • Maximum money: $16,000
  • Money resets at halftime (after round 12)

Round Win Rewards

Condition Reward
Elimination win $3,250
Bomb explosion (T) $3,500
Bomb defuse (CT) $3,500
Time expired (CT) $3,250

Loss Bonus

Losing consecutive rounds increases the loss bonus:

Consecutive Losses Bonus
1 $1,400
2 $1,900
3 $2,400
4 $2,900
5+ $3,400

Winning a round resets the loss streak to 0.

Kill Rewards

Weapon Type Kill Reward
Knife $1,500
SMGs (except P90) $600
Shotguns $900
Pistols $300
Rifles $300
Sniper Rifles $300
AWP $100
Machine Guns $300

Objective Bonuses

  • Bomb plant: +$300 (individual T who planted)
  • Bomb defuse: +$300 (individual CT who defused)
  • Teammates get $50 per teammate kill (July 2025 update)

Typical Buy Costs

Buy Type T Cost CT Cost
Full Buy ~$4,550 ~$5,350
Force Buy ~$2,500-3,500 ~$2,500-3,500
Eco $0-300 $0-300

Buy Round Types

  • Full Buy — Rifle + armor + utility. Team should have $4,000+ to full buy.
  • Force Buy — Spend everything on the best possible loadout. Risky but can break opponent economy.
  • Eco — Save money by buying little or nothing. Win with pistols or pick up enemy weapons.
  • Half Buy — Spend some money (SMGs, armor) while building economy for next round.