Full buy, eco, half-buy, force buys, kits, drops and round planning.
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12 of 12 entries
A coordinated round with appropriate primary guns, armor and enough utility for the team’s plan.
An intentional low-spend round to protect funds for an upcoming coordinated purchase.
Spending limited money despite being below an ideal buy, often because round state or score requires a fight.
Partial purchasing between eco and full buy, keeping enough funds for the next-round target.
Defeat compensation builds according to mode rules and recent losses; it affects when saving is rational.
Different weapons and modes can award different money for kills, which may influence a low-buy plan.
Players can buy or drop weapons for teammates to balance a round’s total equipment.
Body armor reduces damage and aim punch, while a helmet adds head protection under relevant conditions.
CT equipment shortens the time required to defuse the C4 and is critical in many close retakes.
Preserving valuable equipment through a hopeless round can improve the next purchase.
Winning against the opponent’s weak buy helps preserve cash momentum but must still be played safely.
Pistol rounds have distinctive affordability and utility choices, making trade spacing and defense decisive.
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