Introduction

CS:GO is a game that requires just as much knowledge and brain power as it does aim. You can aim like a god but if you don't have the knowledge of the 'back end' of the game, then you'll only get so far. A balance of both must be achieved if you ever want to advance to the higher levels of play. One of the most important, and often ignored, parts of this in-depth knowledge is the economy of the game, and how to use the enemies purchasing power against them.

At the beginning of every match, aside from those which include a knife round, is the pistol round. Each team is given 800 dollars to start, and what you do with this depends on a variety of factors, starting with what team you're on. For this guide, we'll begin with the T side.

Terrorist Pistol

Assuming you're playing solo in matchmaking or a PUG, you're generally best off getting armor. On occasion, it can work well to donate a Tec-9 to an armored player, to give them a strong advantage in site entry. On round one as a T, getting the bomb planted is almost necessary to secure a strong economy early on. If you win the round with a bomb explosion, your team gets 3500$. The individual player who planted the bomb gets 300$ directly after planting the bomb independent to whether the round is won or lost. If your team wins the round by killing all opponents before the bomb explodes, your team only gets 3250$. So by hunting ecoing CTs after the bomb is planted, you not just risk a ~4000$ equipment, you also reduce your team money award. Only go hunting if the opponent is trying to save a rifle or an AWP, because otherwise risking your life for the frag award money alone is not worth it.

If the round is lost, the losing team gets the usual loss bonus, plus $800 if the bomb was defused.

My preferred buy on T side pistol is to get one player with a smoke/flash combo for site entry, and the rest on armor. The smoke/flash player will use his utility to lessen the difficulty of the entry fraggers, and will enter last to minimize chance of losing a duel due to aim-punch. Much of this can change when playing with a more practiced team who may be confident enough with their aim to get upgraded pistols. I wouldn't personally recommend this unless you're certain you can hit shots better with a specific pistol. A more practiced team is also where you're more likely to see a Tec-9 given to an armored player.

Terrorist Eco

The outcome of the first round will determine how you play from this point forward. On the T side, it also depends on whether or not a bomb was planted. If a bomb is planted and you lose, you can save one round and have a full buy on round three, usually before the CT team can. If you don't plant, I'd recommend a force buy. At this point, the CT team will be on eco, usually with SMGs and the occasional FAMAS. A full armored T with a Tec-9 or P250 can very easily take on a player with a cheap weapon, and there is a good chance of recovering any kit from the opposing team.

Counter-Terrorist Pistol

Moving on to CT side which is quite different. Again, assuming you are solo, try to make sure you or a teammate has at least one kit. This way you can, in a perfect world, have an extra 5 seconds to defuse, which makes a big difference. Depending on the cooperation of your team, it may be worth waiting until they've all bought, and if you see no kit, grab one yourself. Otherwise, I'd recommend all others to get armor. With a more practiced team, it might be good to grab some utility, but generally speaking a solo queued game won't have much coordination, and armor is probably more useful than a smoke or flash against a Glock train. Granted a well-placed flash can make a difference, I would rather minimize aim-punch, especially with the CTs weapons which focus more on accuracy. The best way to play pistol as a CT for me is to play more restrained. Hold corners from far off, and play spots which leave you room to escape. The USP-S is a slow firing gun compared to the Glock, and if a T catches you close up and off guard, you are at a severe disadvantage. So do your best to keep your distance and use your more accurate weapon against them. Your reduced ammo capacity also warrants a more restrained and careful play-style, as spamming will drain you quite quickly. The most important thing besides winning is to prevent a bomb plant at all costs. Whether a bomb is planted can change the beginning of a game dramatically.

Counter-Terrorist Eco

I would always recommend a force buy on second round if the first is lost. The T side will be playing with SMGs or maybe a Galil even with a plant, and a Five-Seven with a bit of aim or luck can take a cheaply bought terrorist down with little issue. However, be aware that at lower ranks, players with little understanding of the economy may buy an AK-47, which can be a little more of a challenge. From this point forward, buys become based around money and team position.

Basic Understanding of the Money

Now with a basic understanding of the early game, it comes down to kill awards and predicting the enemy economy. As a general rule, Rifles award $300, SMGs award $600 and shotguns award $900. There are a few exceptions and special rules that you should be aware of and they are shown in the image below along with another to show the rewards pertaining to objectives. One thing many players could do well to learn is predicting the enemy economy. Knowing whether the opposing team will be on eco or a save could turn the tide of any match. For instance, if you know the enemy has to save, it would be a good idea to pick up a few SMGs or shotguns to build up some extra money with the increased kill awards. Predicting and being aware of the enemy economy isn't something that comes easily, and takes a fair amount of mental concentration.

When learning, it might help to keep a notepad nearby so you can make note of what the enemies have been using. This can be difficult when solo, as it can be harder to get the communication needed to know what the team was using. Another helpful tool is the scoreboard. Keeping an eye on the order of wins can give you a general idea of the state of money regardless of how close you've been watching enemy buys. One of the most common eco situations is when a team has been losing a few rounds. After a full loss bonus takes effect, if the enemy team wins a round and loses the next, it will reset the loss bonus and will oftentimes force a save or eco buy. Keep an eye on the order of wins and listen out for what guns you hear or see firing. At first it can take a lot of concentration and may have an effect on your ability to frag, but as you get better it will almost feel like second nature and you'll do it without needing to think too much into it.

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