Counter-Strike 2

Counter-Strike 2

Not enough ratings
Guide to CSGO: Team Strategics, Utility and Weapon use!
By ★ Phantomm
Counter-Strike: Global Offensive (CS:GO) is a highly competitive first-person shooter game that requires solid teamwork and effective utilization of equipment and gear. This guide aims to provide you with a detailed overview of team support strategies and the optimal usage of equipment in CS:GO, covering various aspects such as economy management, utility usage, weapon selection, and more.

Section 1: Economy Management (Found Below)
1.1 Understanding the Economy

Section 2: Utility Usage (Found Below)
2.1 Grenade Mechanics

Section 3: Weapon Selection (Found Below)
3.1 Understanding Weapon Classes:

Team support and effective utilization of equipment and gear play crucial roles in achieving success in Counter-Strike: Global Offensive. By understanding the economy, managing utility effectively, and making optimal weapon choices, you can greatly enhance your team's chances of victory. Remember to communicate, coordinate, and adapt your strategies based on the ever-changing dynamics of the game. Good luck and enjoy playing CS:GO!
   
Award
Favorite
Favorited
Unfavorite
Economy Management
Economy Management

1.1 Understanding the Economy:
In CS:GO, the economy system revolves around the amount of money each player has to spend on weapons, armor, and utility. It is crucial to understand how the economy works to make informed decisions regarding when to buy, save, or force buy.

Round Loss Bonuses: When a team loses consecutive rounds, they receive increasing amounts of bonus money. Losing one round grants a $1400 loss bonus, and this amount increases by $500 after each subsequent loss up to a maximum of $3400. Winning a round resets the loss bonus back to $1400.

Kill Rewards: Eliminating an enemy player provides a monetary reward. The kill reward varies depending on the weapon used. For example, rifles grant $300, shotguns grant $900, and the AWP sniper rifle grants $100.

Round Win/Loss Rewards: At the end of a round, the winning team receives a reward based on the outcome. The winning team gets $3250, regardless of the number of kills, while the losing team receives a standard $1400.

1.2 Eco Rounds:
Eco rounds occur when a team has limited funds to spend. These rounds are characterized by players opting for cheaper weapons or pistols and limited utility.

Saving: If a team knows they cannot afford a full buy (armor and rifles) in the upcoming round, it is often advisable to save their current weapons and armor to carry them over to the next round. This strategy allows for a stronger buy in the subsequent round.

Pistol Rounds: Pistol rounds are the first rounds of each half, where both teams start with limited funds. Players usually opt for pistols, armor, and utility. Winning a pistol round can provide a significant economic advantage for the following rounds.

Force Buys: In certain situations, teams may decide to force buy, even when their economy is low. This involves purchasing armor, pistols, and limited utility to maximize the chances of winning the round. Force buys can be risky but can potentially reset the opponent's economy.

1.3 Buy Rounds:
Buy rounds occur when a team has enough funds to purchase rifles, armor, and utility. These rounds are crucial for establishing map control, executing strategies, and securing rounds.

Full Buy: A full buy includes purchasing rifles (e.g., AK-47, M4A4), armor, and necessary utility (smokes, flashes, molotovs). Full buys are typically preferred when the team's economy allows it.

Utility Prioritization: Proper management of utility is crucial. It is essential to prioritize smokes to block off crucial lines of sight, flashes to blind enemies, and molotovs to clear out specific areas or force enemies to reposition.

Economic Balance: Teams should ensure they maintain a balanced economy, avoiding situations where some players can buy while others cannot. This often involves coordinating the team's purchases and planning for future rounds.

Team Communication: Effective communication is vital to ensure the team's economy is managed well. Players should discuss their financial situation, decide when to save or force buy, and strategize for upcoming rounds.
Utility Usage
Utility Usage

2.1 Grenade Mechanics:
Understanding the mechanics of grenades is essential to utilize them effectively in CS:GO. The game features several types of grenades with different purposes:

Flashbangs: Flashbangs blind and disorient opponents. They can be thrown around corners, off walls, or bounced off surfaces to effectively blind enemies before engaging or executing strategies.

Smoke Grenades: Smoke grenades create a thick smoke screen that obscures vision. They are crucial for blocking lines of sight, allowing safe passage through dangerous areas, or concealing bomb plants.

HE Grenades: High-Explosive (HE) grenades deal damage to enemies within their blast radius. They can be useful for finishing off low-health opponents, causing damage to grouped enemies, or clearing common hiding spots.

Molotovs/Incendiary Grenades: Molotovs or incendiary grenades create a zone of fire that forces enemies to move or take damage. They are excellent for denying areas, preventing enemy pushes, or flushing out opponents from defensive positions.

Decoy Grenades: Decoy grenades mimic the sound of gunfire, footsteps, and reloads, creating audio distractions to confuse opponents and draw their attention away from the actual players' positions.

2.2 Map Control:
Map control refers to gaining control over specific areas of the map to gather information, limit the enemy's options, and create favorable situations. Utility plays a crucial role in establishing map control.

Smokes: Smokes are essential for blocking off key chokepoints, denying vision, and limiting the enemy's information. Properly placed smokes can allow your team to safely move into areas or execute strategies without being detected or ambushed.

Flashes: Flashbangs are effective for blinding opponents and creating opportunities to gain map control. They can be used to peek around corners, blind enemies in positions, or delay enemy pushes.

HE Grenades: HE grenades can be used to deal damage to enemies holding specific angles or to clear out common spots where opponents might be hiding. They can also be utilized to weaken opponents before engaging in a fight.

Molotovs/Incendiary Grenades: Molotovs are useful for denying areas or forcing opponents to reposition. They can be used to clear out close quarters or tight spaces, preventing enemies from holding advantageous positions.

2.3 Site Execution:
During bombsite executions, proper utility usage is vital to dislodge defenders and secure the site. Coordination and timing are crucial for successful site executions.

Smokes: Smokes play a key role in blocking off vision from defenders and creating safe paths for planting the bomb. They should be strategically placed to cover common angles, allowing your team to enter the site and plant the bomb with minimal resistance.

Flashes: Flashbangs are crucial for blinding defenders and gaining entry to the site. They should be used to blind opponents holding positions, allowing your team to overwhelm them or create openings to enter the bombsite.

Molotovs/Incendiary Grenades: Molotovs can be used to force opponents out of strong positions or clear out specific areas on the site. They deny the enemy the ability to hold certain angles and can force them into vulnerable positions, making it easier for your team to take control.

HE Grenades: HE grenades can be utilized to deal damage to opponents on the site or clear out common spots. They can soften up defenders or finish off low-health enemies.

Remember, effective utility usage requires good teamwork, coordination, and practice. Understanding the mechanics and purposes of different grenades and strategically deploying them to gain map control and execute site strategies can give your team a significant advantage in CS:GO.




Weapon Selection
Weapon Selection

3.1 Understanding Weapon Classes:
CS:GO features a variety of weapon classes, each with its own characteristics, advantages, and drawbacks. Understanding the different classes is crucial for making informed decisions regarding weapon selection.

Rifles: Rifles are the primary weapons used in CS:GO. They offer high accuracy, damage, and versatility. The two main rifle options are the Terrorist-sided AK-47 and the Counter-Terrorist-sided M4A4 or M4A1-S.

SMGs: SMGs are cheaper than rifles and offer higher movement speed. They are often used in anti-eco rounds or when the team has a significant economic advantage. SMGs are effective in close-quarters combat but lose effectiveness at longer ranges.

Shotguns: Shotguns are powerful at close range but lack accuracy and effectiveness over longer distances. Shotguns are often used in specific situations, such as holding tight angles or defending close-quarters areas.

Pistols: Pistols are the default secondary weapons in CS:GO. They are used in pistol rounds or when players cannot afford better options. Pistols vary in terms of damage, accuracy, and fire rate, offering different playstyles.

Sniper Rifles: Sniper rifles, such as the AWP, provide high damage and long-range capabilities. They are often used by dedicated AWPer players to hold angles, provide long-range cover, or create openings for the team.

3.2 Role-Based Weapon Choices:
Different roles within a team require specific weapon choices to fulfill their duties effectively. Here are some recommendations for role-based weapon selection:

Entry Fragger: Entry fraggers often lead the team's pushes and engage in close-quarters combat. They typically opt for rifles, such as the AK-47 or the M4A4/M4A1-S, for their versatility and ability to quickly eliminate opponents.

AWPer: The AWPer specializes in long-range combat and holding angles. They primarily use the AWP sniper rifle to provide crucial picks and control map areas with their precise shots.

Support Player: Support players prioritize utility usage and providing cover fire for their teammates. They often opt for rifles or SMGs, depending on the team's economy and strategy.

Lurker: Lurkers are responsible for creating distractions and gathering information by operating independently. They often choose rifles or SMGs to remain versatile and adapt to different situations.

3.3 Equipment Combinations:
The team's economy and the specific round situation dictate the ideal equipment combinations. Here are some examples:

Eco Rounds: In eco rounds, where the team has limited funds, players often opt for cheaper pistols and minimal utility. Some may choose to save their money to afford better weapons in the following rounds.

Force Buys: Force buys occur when a team decides to buy despite having limited funds. This often involves purchasing armor, pistols, and limited utility to maximize the chances of winning the round.

Full Buys: Full buys are rounds when the team has enough funds for rifles, armor, and utility. Players typically prioritize buying the best available rifle, along with the necessary utility (smokes, flashes, molotovs) to execute their strategies effectively.

Hybrid Buys: In certain situations, players may choose to mix weapon classes. For example, combining a rifle with a pistol or using an SMG with armor can provide cost-effective options while still maintaining firepower.

Saving and Dropping: In some cases, players with more funds may choose to buy weapons for their teammates who cannot afford them. This allows for a more balanced buy across the team and maximizes overall effectiveness.

It is essential to adapt weapon selection based on the team's economy, strategies, and individual roles. Effective communication within the team helps ensure coordinated weapon choices that complement each other!