Agreed, because we cant use that deagle. If we can use that deagle and mastered it, trust me you will be satisfied with only a 700$ gun rather than 3100$ but you miss all the spray XD
@RickTheRedBrick i think t's have a much higher chance of winning if they know what they're doing for ex. smoking/flashing certain angles to make ct's fall back and if they take 50/50 duels theoratically they should win more often than not since t's have more firepower aka. (ak's). So in theory t's should have a higher win% *IF* they know what they're doing
Depends if you win rounds with all or most players alive or if most of your teammates die even if you win the round, that really matters a lot. That's why you shouldn't hunt pistol players for frags or hunt the last player alive even if you already won. Hunt the last player only when you have a tone of money and the opponents are broke and never hunt ecos, it's even more important if you don't have an SMG because you get less money per kill and it's really not worth it to take the risk if you are playing to win.
It already kind of does that. Win by defusing gives everyone on CT $3500. Win by elimination gives everyone $3250. They could increase it since the T’s get $800 extra just for planting, but there already is a money difference.
I also hate how retakes with any kind of man disadvantage are very often immediate save rounds for CTs simply because the CT economy is so fragile. Not as fun to watch imo
Alexx_TV Yeah but only to have safe calls as soon as one or two die at a bombsite... that’s also not really entertaining to then see safe round after safe round
nothingEvil101 Yh but the reason the cts have guns in the first place on that round is coz of the new economy. In the old one they would’ve just been pistol armour
I could tell instantly. CT's would never be able to get 3 rifles if they lost the pistol. They'd struggle to get SMG + armour Agree fully on the video though, the economy is kinda busted atm
@@kentuckyfriedchildren5385 This annoys me so much, you could literally play perfect for all of CT side, yet you still get demolished since you have to spent at least 4100 to get full armor and an M4, and that's not even talking about getting an AWP
Then if the CTs lose that round, they are instantly in a double eco situation, which the loser of pistol never was in which is just terrible design. So if you actually lose the pistol as CT you're almost better off because at least you won't be put in a double eco situation. The system doesn't really make any sense. Edit: Oh that what you actually said too, I was 9 minutes in when writing this comment and assumed you're not gonna talk about the economic impact
CT economy frgaility combined with the changes they made to pistol round loss bonus tipping the breakpoint makes this a major problem. In general the initial bonus combined with lasting loss bonus gives every team much more money in the long run and basically eventually broke the ct/t economy balance based on old fomula. It's likely that shaving off $100 off CT specifc rifles and CT molotov might not be enough to fix this, but I think it'd be a start. Maybe also give famas 5 more bullets per mag and make it slightly more accurate if the above change isn't enough.
@@Cemolan I mean, it's just a 4% per 500 compared to A4's 3% and A1's 1%. Famas' damage drop has the hs+bodyshot combination in mind to make this combo non-lethal at roughly 660m range while A4 has the 1750m. Increasing Famas' 2tap lethal range makes A4 potentially falling of meta (if the ammo buff of famas is included that is) since the recoil on famas is actually slightly better, and increasing it's 2-tap lethal range to medium range might just make most people equip A1 and use both famas and A1 for different ranges.
Planting and running away isn't as profitable as killing the CTs, even if you lose the round. The Ts have to plant AND kill the CTs to be able to get ahead in these scenarios.
While this being said, most teams still choose to play CT before T. It is often just easier to play CT because of the nature of the game, and the economy is really just there to balance that part out.
the game, tactically, is CT sided. This is why T's have all of the better economy and weapons, and also why playing aggressively on ct side consistently looses games.
This is why we switch teams and play both sides The issue with focusing too much on balance is that it makes gameplay very boring, both for spectators and the players.
This started from the economy update when the pistol round loss bonus was increased from $1400 to $1900. In any other round if you lose 1 time in a row you will get $1400 loss bonus except for the first round where your loss bonus starts from $1900. CSGO 2nd round economy is broken since then. Valve please fix. Nice video bro.
when I use to play cs 1.6 in college it was in very few rounds that we had to eco, when I moved to cs go and played my 1st competitive game, I was kicked out for buying a gun in the second round since we lost the 1st. The reason I understand now is that in 1.6 you didn't have a molotov which is expensive and nobody use to buy smokes since the visibility was still there even after you smoke so it gave you more spare money. I feel in cs 1.6 almost all of the rounds had more equal probability of winning irrespective of the weapons, in cs go I feel I am walking into more unequal fights, there was a game where I was playing very well and taking 2-3 kills every round but by chance the t's were almost always hitting the other site when I had a gun and overrunning(they hunted me when i tried to save), and hitting my site when I was eco, it happened the entire match and we ended up losing the match inspite of me playing amazingly well. Edited: I am an LEM at the moment in cs go, but our team in college was the top team of the region in cs 1.6, but we never fancied a career in cs 1.6 since it wasn't so hot at that point of time. Also can anybody post what was the economy system in cs 1.6?
its almost like they should just do away with the weapon wheel so players can buy the A1S when they or their teammates need a premium rifle instead of this choice that prevents further strategy in during the match
I had some ideas that came to my mind to "fix" this kind of problem : decrease m4a4 cost to 2900 (m4a1 will still be played in a niche situation, as it used to be) decrease bomb plant reward to 500 decrease the cost of kevlar + helmet to 800 for CT only (the kevlar without the helmet has its cost unchanged) Increase the cost of the molotov to 450
Max Schwartz Yeah I’d say just keep the helmets the same price, but everything else I like.
4 года назад+4
Could be a thing if the kevlar+helmet was 850. If the CTs had helmets against glocks in the first round, they'd win it every time. Also, it would make more sense to add a reward for the CTs when they defused the bomb, even if it was just 400 or so.
I couldn't agree more on the topic. I've noticed that when ever I play CT side, if I lose a round I need to go eco next 16 rounds in order to have a buy, whilst Ts can just instantly buy since they're weapons are all cheaper, yet more effective.
bogdan it doesn’t matter tho because THE WHOLE POINT OF THE GAME is that it’s easier to be ct. you control the fights, you camp the bomb sites . The Ts have to remove the CTs. Buy an mp9 close range it’s literally better than any gun out there. Control the sites with utility and force a late execute and you’ve basically got a guaranteed round. That’s why you see eco rounds work on ct side flawlesssly for example on b inferno and it’s never as simple or ez on the t side to get the same effect with those guns
I think your point is accurate, and in that way, the terrorists have an advantage. But only on professional level. When on leagues and small teams, it doesn't go that way. Especially in matchmaking, where the Ts action is not well coordinated, the communication is not good, players skills are not evenly distributed, the players don't agree on the calls, etc. When playing non professionally, CTs have the advantage (generally). It's easier to play as a team when you have to defend a bomb site and wait for the attack. Harder to be a unity when attacking. And competition inspires people. They want to play the same rules and logic of professionals. Does it make sense? Awesome video!
As a ct u can molotov 1 way and u can hold 5 people thats why its op and cts have to defend thats easier And if u think realistic ct Equipment would cost more than terrorist Equipment
Simple fix: Decrease M4A4 price to 3000$. Those 100$ make a huge difference. CTs mostly end up with at least 3650 - 3750$ after ecoing which leaves them with the choice of either going famas+Kevlar (and saving rest of the money for next round) or going famas/scout + full equipment. 100$ M4A4 price drop would give CTs option to go M4A4 + Kevlar (basically full armor buy because helmet is useless anyway when facing AK)
The solution which my teammates use is buying smgs in 2nd round even if they force buy and hope for the best, if they plant the bomb, we set up to just get the exit kills
@@Dtonationify ye, we just play the awper with either scout or just deagle as the info player for mid and the anchor is usually forward to help him, I as an entry am good at smg and try to just kill one and fall back to anchor the site. the awper is generally the bait so that the other player gets atleast two kills, we don't rotate fast if they have heavily forced in, we sit up to get exits, or depends as to how we are feeling, lul
One of the reason why every team saving weapons in 3vs4 situation playing ct lot's of maps are ct but now TT can buy full even when they lose pistol round
How to fix this issue: Lower CT grenade cost for every grenade Lower 800$ income after planting to 100-200$. This way planting isn't always a free income AND bonus wincodition but there is actually room to decide whether risking giving ct's free 150$ or not, and may lead to more aggressive plays.
Reading the comments I think the bomb plant bonus to the Ts could be havled if the CTs defuse. if the Ts guns are cheap reduce their rewards in the circumstances this is an issue.
I disagree. It used to be that if you lost the pistol round, that's 3 rounds all but guaranteed for the team that wins that round, no matter how close that first round was. If you get the plant, that's a close round, and the second round buys reflect how close the first round was. There are a lot of issues with CSGO, but this was a good change IMO.
It makes sense though, if the Ts get 3-4 AKs and a scout/galil. The AK is 10x better than both M4s, you shouldn't get rewarded for losing the pistol round.
I agree but the problem is not the buy the ct's get, it's the buy the T's get. Too overpowered. If you lose and get the plant and a few kills, even then you should only get like 3 galils and a couple smg with utility. That way you could risk the force with a worse buy then save if you lost, or be rewarded and wreck ct economy if you won. But now every single pistol round the T's lose is a force. Even if you all die with 0 kills, deagles and mac-10s since building economy as T is so easy and as CT is super hard.
I agree for the most part with the video. One thing that kind of balances this which wasn't mentioned is the fact that on pistol round the CTs have better pistols than Ts. One shot kill USP is far better than the BB-gun aka Glock used by Ts.
We saw a plant with 5 kills and two Ts who saved kevlar for the next round, which were two of the players that held AKs. Also, the T side had little to no utility. Seems perfectly fine if you ask me. The only problem is the money on the CT side. They should get bonus money for the defuse, so they can at least get full armor and rifles all the time. Either that, or give a buff to the FAMAS that decreases the gap between itself and the M4s
My Csgo days were years ago but I distinctly remember always tossing grenades in terrorist smokes at bomb sites, gets a lot more kills then you’d think. CT’s might be able to buy 2 nades first round to prevent a quick plant but those 2 nades have to be on the same site to work effectively and it makes the other CT’s at the other bomb site have to hold far more aggressive angles. Overall I like the way this is going, people are applying simple economics into the equation of the game, now it’s up to the CT’s to figure out how to prevent pistol round fast plant. Whether that’s playing hyper aggressively or a simple change in pistol round buys it’ll be interesting to see.
i say it's fine since ct have the disadvantage of weapon which are more expansive than t weapons. Cts can also decide (if winning the pistol) to invest more money on utilities and kevlar instead on m4s. In the other hands T can buy 2/3 aks (if losing the pistol) they won't have enough cash for utikities, or more the less only some of the Ts. That means the game is still equal and it depends on CT strats and team play.
to counter this you could do a few things: 1. Make both the m4a4 and m4a1s 2900$ 2. Make the Galil 2100$ 3. Make the bomb plant get you 500$ instead of 800$ extra 4. Make defuse wins get CTs an extra 500$ instead of 200$ CT economy is so fragile and nades are so important that unless you can build momentum early, you've pretty much lost the half. I think maybe 2 of these changes would greatly increase the fun of the game
I've never been a high ranked CS Player, but I've played off and on for years. The one thing that has never made any sense to me, is that CTs have to spend like 1000 more just to have the same sense of security in their buys. CT rifles are all worse than their T equivalents, but cost more. Molotov's are cheaper than incendiary grenades, but they do the exact same thing. CTs need to buy kits on top of that, which is something Ts will never have to do. I always feel more comfortable playing Terrorists than Counter Terrorists. If I'm behind as CTs in the first half, I'm not worried. Playing as Terrorists is just so much easier and more forgiving than CTs.
Play with shotguns like the mag7 on CT side. With good positioning and timing, you could get yourself a lot of money. Personally if I lose first two rounds on CT, i play smg for the next few rounds to have good economy. I've practiced enough to be comfortable with a famas and I always leave 2k to spare in case I cant afford a gun the next round.
@@athoth7704 I usually default to the MP9. Honestly feel like it's a really good backup when you can't afford a rifle, but need something better than a pistol.
A couple of months late, but one other thing . If the T side gets the bomb planted on the second round force and deal a lot of damage (1 CT surviving or so), they have more money than the CT side most of the time or at least similar money. In cases like that, the CTs are being punished for winning 2 rounds in a row. (Especially problematic since they just won the pistol)
I've seen the enemy T players literally force every round and consistently have good guns/utility while as soon as we (as CT) lose one we are scrambling to make a full buy
I remembered watching pro match before whenever a team lost pistol round it was definitely 2 eco rounds so boring. Now each team can force buy and its more thrilling to watch.
However CT sides usually win most of the middle/late rounds on most maps. This is because they have to use a ton of utility in order to enter a site when CTs start racking up cash after losing a couple of early fights. The economy is really favourable for T side but the way the game is structured CTs can just hold angles and wait for Ts to peek them
But you can do the strong force buy only if you get the plant. If you dont get it, you must do 2 ecos if you want a fullbuy with 4 aks and awp and full utility
I personally think m4's should be cheaper since it's just a galil(m4 has more range I know, but as a CT you don't engage a very long range often with a rifle) even on paper. And I think the Aug should become a one tap gun like the sg & ak which should be priced just as much as the ak no prob. This should make the sides symmetrical for the economy aspect. But since maps are CT sided you wouldn't want to give them superior rifles early as well. That's the balance. However I do think m4's should be slightly cheaper.
From memory the encomy was in big part introduced to put a stop to the power of the first round win for teams. It worked. However maybe an easy solution to the problem you're showing is simply making the ct rifles cheaper / or maybe making defusing more rewarding?
Yeah but I assume that CT had full armor and as you can see full utility T in the other hand had no armor and no utility only one person with utility which means that they could get one shot headshotted as well right?
Galil being 1800 is rediculous, increase that and id say make the ump a ct exclusivefor its nice cost. I think 5/7 being 400 would give CTs some extra options giving them more opportunities pistol round. That may skew pistol rounds to CTs but that could be the counter to this issue. Obviously valve will have more experience and history of the games patches so hopefully its in their hands and they can make the best decisions after we make this more visible.
I think this is kind of well designed into the meta though because ct is generally easier, giving t side the best potential to get as many rounds in is a good thing
Ok well we have to understand the advantages of CT, more ways to win rounds and theoretically easier side, T side should have some advantages to make them able to win rounds especially after losing pistol. Also it’s not really an advantage if both teams get to play each side. The game is even it’s all about the teams strategies.
One minor point I thought of while watching this video is that maybe eco weapons should be nerfed in general to make it less consequential for CTs to forego head armor and even kevlar in the second round after winning pistol. My thought is that this would preserve the preeminence of the AK as well as the reward for getting an AK second round. It would also put CTs on more equal footing in some of these gun fights by giving them room physically on the map, as well as open up more opportunities to buy nades. Perhaps a creative solution that gets around outright buffing CT economy.
I just want to point out that losing with the bomb planted in the pistol round awards $2700 and the CTs get $3500 for defusing it (each figure is per-player). For each team, you're basically getting the value of your main rifle as your round bonus (except the CTs get a little extra - more than in a sec). Kills are a bonus, and in every case in this video, the Ts got more kills, so relatively speaking (due to the differing rifle prices) the Ts are better off. The thing to note is that the CTs prioritized grenades instead of using their rifle money on a rifle, but the Ts often didn't. If nobody bought grenades or armor, everyone would just buy their primary rifle and all would be equal. I think it's worth highlighting that very fact - the CTs need way more grenades than the Ts, moreso than even getting their best rifle. Maybe that $3500 they get for a bomb defusal isn't enough above their rifle prices. The Ts get their AK exactly, but the CTs have a few hundred extra on top of their rifle price as a round reward. Maybe that few hundred extra should be a little more, only $400 barely covers the cost? That extra grenade money in the bomb defusal round win is offset by the kills the Ts got, since each of those are worth $300. The Ts go into Round 2 with basically the same money as the CTs, but have less to spend, because they got more kills than the CTs did. I can only think of two avenues in which to make a change, but I honestly don't think that this edge case is a scenario that needs fixing in the first place. Regardless, maybe that $3500 specifically for a bomb defusal round win could be increased by another few hundred. Or maybe, the $300 kill bonus should be reduced on those default pistols, so the Ts can't economically make up for their round loss with more kills. But then again, didn't the Ts earn it by getting those kills in the first place? According to this video, they did not.
So far the 2nd round of the half for the team that lost pistol has been a throwaway round. If unlike this cherry-picked scenario, T's were eliminated and CTs defused with a couple guys alive on the other hand, T's would perhaps force 2 AKs max with other guys on no armor with utility, and the round would be somewhat even. There needs to some merit for planting a bomb.
CTs still have an economy advantage when they win a round by running down the clock because the Ts who survive get no loss bonus. I would suggest raising the round clock CT win bonus to $3500, since from a gameplay standpoint it makes sense to give an incentive to the CTs to prevent the bomb from being planted as much as possible. And also to make it fair to the losing T players who are saving (because if the CTs decide to hunt down the Ts they will miss the extra $250). The CT defusal win bonus should be $3750 in order to offset the $300 planting bonus for the T side. The T players get a total of $3550 each if they eliminate the CTs post-plant ($3250 + $300) and $3800 for successfully detonating the bomb ($3500 + 3800).
Let’s be honest. As strong as terrorist forced buy after bomb plant might be. Winning with bomb plant and all ct dead is still stronger than losing with bomb plant and all cat dead. Getting the plant for the gold is something we did already 15 years ago. With the plant down, saving in a losing situation was still done from time to time but the optimal was always to win that round.
That was intentional game design,but a nice way to avoid this prob if ur a low rank nova like me is to not buy defuse kits if ur partner on site buys it, if he doesnt buy then go for defuse kit and a flashbang if he does buy then u ahould buy some extra utility like he grenade, smoke with flashbang, this is honestly most of the time best setup for me i rarely buy molotov usually when were dominating or idk when i play sites like A mirage and i notice the enemy team acrually pushes together, then i use it to burn palace while we clear ramp or just to delay the push and to inform the team t is coming cuz id be pretty dumb to not wait out palace most of the time bcs those spots usually intended for palace ppl to clear tend to be broken v ramp ppl
Pretty hard call to make, but maybe the CTs shouldn't be investing in a helmet against bomb plant and 3 Ts surviving that pistol round, instead go for the M4/Util. Could bite them in the ass if Ts invest in utility and go for Galil in 2nd round, but like you mentioned in the video - in a map like Mirage it's less needed on T side in early rounds. It's good that Ts are rewarded for getting bomb down, but yeah it's potentially a bit much as is.
They should make it so we get the 1st loss bonus after losing the pistol not the 2nd loss bonus or they should make it so the loss bonus does not go down by 1 when we actually win the pistol round
I don't see an issue with the beginning screenshot, haven't watched the rest of the videos but just glancing at it T's have next to no utility, while CT's have nearly full, if they had the same amount of utility they would also have been able to get "premium rifles" - perhaps T side needs a nerf but it doesn't seem as bad as the title makes it out to be.... edit: yeah no unless I'm missing something the fact that whoever gets kills can buy better individually regardless of winning is perfectly fine. Perhaps M4's are a bit too expensive compared to AK's but beyond that I really don't see an issue.
Listen, i think this is technically welll balanced, something to factor is that if weapons were equal for both sides stat wise or cost wise the t side is always at a disadvantage as they have to push which usually means moving which makes you vulnerable due to the inaccuracy whils moving. Higjer damage weapons sway the scale a bit to level the playing field. Not that there isn't roomfor improvement but the fundamental concept is good imo
remember the times where if you lost pistol you basically lost 3 rounds in a row
Agreed, because we cant use that deagle. If we can use that deagle and mastered it, trust me you will be satisfied with only a 700$ gun rather than 3100$ but you miss all the spray XD
Exactly, that's what I think he is missing. I think new economy is actually better at addressing this.
Ageee
I remember good old days 😂😂😂 But now i’m playing valorant tired of csgo event doing some pro scene
Old good times :)
We just won the round, time for an eco.
this ^
@RickTheRedBrick i think t's have a much higher chance of winning if they know what they're doing for ex. smoking/flashing certain angles to make ct's fall back and if they take 50/50 duels theoratically they should win more often than not since t's have more firepower aka. (ak's). So in theory t's should have a higher win% *IF* they know what they're doing
@RickTheRedBrick but if ct's get the economy advantage t's are fucked at that point
Everytime...
Gameplan??
CTs who lost 1 round after a 10 round winstreak: In terms of money, we have no money.
Very accurate
Depends if you win rounds with all or most players alive or if most of your teammates die even if you win the round, that really matters a lot. That's why you shouldn't hunt pistol players for frags or hunt the last player alive even if you already won. Hunt the last player only when you have a tone of money and the opponents are broke and never hunt ecos, it's even more important if you don't have an SMG because you get less money per kill and it's really not worth it to take the risk if you are playing to win.
@@nrkapa fuck that im silver and the only thing that i want to know is how to aim
@@just_some_nobody199 don't aim, just shoot
Increasing the defuse money reward is a simple fix, T's get more money by planting, why can't ct's get more for defusing.
or lower the bomb reward in the first few rounds.
It already kind of does that. Win by defusing gives everyone on CT $3500. Win by elimination gives everyone $3250. They could increase it since the T’s get $800 extra just for planting, but there already is a money difference.
How about increase ct income for no plant instead as protecting bomb site is their mission?
@@d03smynam3ma11er that's unfair.
@@d03smynam3ma11er that kind of levels the playing field. But it could change a couple of things like the decision to play for retake.
I also hate how retakes with any kind of man disadvantage are very often immediate save rounds for CTs simply because the CT economy is so fragile. Not as fun to watch imo
Nico Hartojo Yes that’s true. One of the reasons why CS was way more exciting to watch in the past. Now it’s very predictable more often than not
Ct economy is more fragile but there are way less eco rounds in total which I prefer
CTs don't have to buy helmet when both teams are full buying.
Alexx_TV Yeah but only to have safe calls as soon as one or two die at a bombsite... that’s also not really entertaining to then see safe round after safe round
nothingEvil101 Yh but the reason the cts have guns in the first place on that round is coz of the new economy. In the old one they would’ve just been pistol armour
I could tell instantly. CT's would never be able to get 3 rifles if they lost the pistol. They'd struggle to get SMG + armour
Agree fully on the video though, the economy is kinda busted atm
Haha yeah that was more for the clickbait/to add some drama and suspense, glad to hear you enjoyed the video!
The utility gives it away too. You hardly ever see armor and gun buys without nades
considering the 400 defuse kit
The economy has been the same for years. Please be quiet.
@@TheSearchForTruth88 they just changed the loss bonus like a few months ago you silver bot lookin ass
VOlvE: "we changed the economy to lessen the importance of the pistol round"
The whole game is now T sided
Game is t sided because of online cs and peekers advantage.
Shubhendra Nath Singh ct has the advantage of taking the bombsite because they are closer
@@canweget300subscribeswitht2 You must be silver 1
@@JohnDouille 😂this anit cod.
@@shubhendranathsingh9888 ever heard of peeking unpeeking?
I could tell instantly because of the utility on terrorist side. :/
Yaa its obvious that they will force buy, coz its a clean sweep for the T and they got a bomb plant so, why not?
"my man hunden is now coach at heroic always been a big fan of him." That did not age well lol
thought the same
What happened?
Beat me to it
@@been_squeeze7247 banned for abusing a glitch that gave coaches a view of the map (unfair advantage) and is banned for like 3 years
@@chunkd3809 hes banned for 8 months and he used it maybe once or twice. Check your facts.
"We did it Patrick, we won pistol round!"
*can only afford an mp9 with select grenades and kevlar*
This isn't how I remember CS:GO when I left gaming like 3 years ago.
Me neither, I should not be able to afford an AK and armor after losing pistol round
@@kentuckyfriedchildren5385 This annoys me so much, you could literally play perfect for all of CT side, yet you still get demolished since you have to spent at least 4100 to get full armor and an M4, and that's not even talking about getting an AWP
Then if the CTs lose that round, they are instantly in a double eco situation, which the loser of pistol never was in which is just terrible design. So if you actually lose the pistol as CT you're almost better off because at least you won't be put in a double eco situation. The system doesn't really make any sense.
Edit: Oh that what you actually said too, I was 9 minutes in when writing this comment and assumed you're not gonna talk about the economic impact
Yeah I think the economic aspect is a BIG part of it, it puts so much pressure on the CT's in those early gun rounds
But when u lose the pistol you are in a double eco? 1900+2400 is 3300 and u get 3500 for winning the round + you get the round win.
@@12vevo3 That's 4300
@@12vevo3 rip maths
@@Chase-zh1oc oops
8:29 he lacks critical information
CT economy frgaility combined with the changes they made to pistol round loss bonus tipping the breakpoint makes this a major problem. In general the initial bonus combined with lasting loss bonus gives every team much more money in the long run and basically eventually broke the ct/t economy balance based on old fomula.
It's likely that shaving off $100 off CT specifc rifles and CT molotov might not be enough to fix this, but I think it'd be a start.
Maybe also give famas 5 more bullets per mag and make it slightly more accurate if the above change isn't enough.
You could also make the range dmg dropdown of the famas less, to make it more like a budget m4
@@Cemolan I mean, it's just a 4% per 500 compared to A4's 3% and A1's 1%. Famas' damage drop has the hs+bodyshot combination in mind to make this combo non-lethal at roughly 660m range while A4 has the 1750m.
Increasing Famas' 2tap lethal range makes A4 potentially falling of meta (if the ammo buff of famas is included that is) since the recoil on famas is actually slightly better, and increasing it's 2-tap lethal range to medium range might just make most people equip A1 and use both famas and A1 for different ranges.
Honestly, it makes no sense to me that CT's equipment costs more than T when T-side gets an easier chance at making more bank by just planting
t cant save and get money at the same time, so ct can save money there
Planting and running away isn't as profitable as killing the CTs, even if you lose the round. The Ts have to plant AND kill the CTs to be able to get ahead in these scenarios.
Ts Guns are also more powerful
its to make up for the fact that a signle buy round vs buyround is 60-65precent ct sided. u need to put the cts on more ecos to make it a 8-7 half
i`m finally understand why i always lose early rounds in ct side...
To be honest, defusing a bomb but losing your entire squad must be very expensive in real life
Yeah fr
"big fan of Hunden"
Well, that DID not age well
While this being said, most teams still choose to play CT before T.
It is often just easier to play CT because of the nature of the game, and the economy is really just there to balance that part out.
Me on matchmaking winning 2/3 rounds and dying in all three:
MP9, my loyal friend.
Edit: Hey mom! I'm famous
MP9: The last hope of CT economy.
just use mp5 navy silenced
@@crjacinro you mean the faster Glock ? I don't think so
@@ruibarbosa24 i mean the classic b31
@@crjacinro I don't know what that is. But the mp5 outside of 1.6 is complete garbage
the game, tactically, is CT sided. This is why T's have all of the better economy and weapons, and also why playing aggressively on ct side consistently looses games.
This is why we switch teams and play both sides
The issue with focusing too much on balance is that it makes gameplay very boring, both for spectators and the players.
does not matter dude. if the Ts economy is unbalanced whoever starts as a CT has an advantage. galil is too cheap nowdays tho.
While that’s true, you would want to make both sides more balanced
Victor Rodrigues every map is ct sided at pro level except dust
@@alexx_tv2362 mirage vertigo and over are pretty balanced
Victor Rodrigues and nuke
bomb plant should give $400 on pistol round
800$*
@@mouadboudiaf118 its after explode
Any round
@@mouadboudiaf118 Why you correct him? That doesn't make sense
Also ngl on the pistol round the Cz is pretty op if you know how to use it, it’s basically a pocket sized ak
This started from the economy update when the pistol round loss bonus was increased from $1400 to $1900. In any other round if you lose 1 time in a row you will get $1400 loss bonus except for the first round where your loss bonus starts from $1900. CSGO 2nd round economy is broken since then. Valve please fix. Nice video bro.
when I use to play cs 1.6 in college it was in very few rounds that we had to eco, when I moved to cs go and played my 1st competitive game, I was kicked out for buying a gun in the second round since we lost the 1st.
The reason I understand now is that in 1.6 you didn't have a molotov which is expensive and nobody use to buy smokes since the visibility was still there even after you smoke so it gave you more spare money.
I feel in cs 1.6 almost all of the rounds had more equal probability of winning irrespective of the weapons, in cs go I feel I am walking into more unequal fights, there was a game where I was playing very well and taking 2-3 kills every round but by chance the t's were almost always hitting the other site when I had a gun and overrunning(they hunted me when i tried to save), and hitting my site when I was eco, it happened the entire match and we ended up losing the match inspite of me playing amazingly well.
Edited: I am an LEM at the moment in cs go, but our team in college was the top team of the region in cs 1.6, but we never fancied a career in cs 1.6 since it wasn't so hot at that point of time.
Also can anybody post what was the economy system in cs 1.6?
"My man big brain Hunden is now the head coach on heroic, always been a big fan" that went fucking left...
its almost like they should just do away with the weapon wheel so players can buy the A1S when they or their teammates need a premium rifle instead of this choice that prevents further strategy in during the match
8:30 well that aged quite poorly
I had some ideas that came to my mind to "fix" this kind of problem :
decrease m4a4 cost to 2900 (m4a1 will still be played in a niche situation, as it used to be)
decrease bomb plant reward to 500
decrease the cost of kevlar + helmet to 800 for CT only (the kevlar without the helmet has its cost unchanged)
Increase the cost of the molotov to 450
this is actualy super pog, i like all of it except for the thought of helmets on pistol round.
Max Schwartz Yeah I’d say just keep the helmets the same price, but everything else I like.
Could be a thing if the kevlar+helmet was 850. If the CTs had helmets against glocks in the first round, they'd win it every time. Also, it would make more sense to add a reward for the CTs when they defused the bomb, even if it was just 400 or so.
kevlar+helmet should be at least 850 if you dont want broken pistol rounds
I couldn't agree more on the topic.
I've noticed that when ever I play CT side, if I lose a round I need to go eco next 16 rounds in order to have a buy, whilst Ts can just instantly buy since they're weapons are all cheaper, yet more effective.
bogdan it doesn’t matter tho because THE WHOLE POINT OF THE GAME is that it’s easier to be ct. you control the fights, you camp the bomb sites . The Ts have to remove the CTs. Buy an mp9 close range it’s literally better than any gun out there. Control the sites with utility and force a late execute and you’ve basically got a guaranteed round. That’s why you see eco rounds work on ct side flawlesssly for example on b inferno and it’s never as simple or ez on the t side to get the same effect with those guns
The only way i could see this fixed, is if they add defuse rewards like 600$ to everyone on the team
Or maybe add a bonus if the CT’s stop the bomb from ever being planted
I think your point is accurate, and in that way, the terrorists have an advantage.
But only on professional level.
When on leagues and small teams, it doesn't go that way. Especially in matchmaking, where the Ts action is not well coordinated, the communication is not good, players skills are not evenly distributed, the players don't agree on the calls, etc. When playing non professionally, CTs have the advantage (generally). It's easier to play as a team when you have to defend a bomb site and wait for the attack. Harder to be a unity when attacking.
And competition inspires people. They want to play the same rules and logic of professionals.
Does it make sense?
Awesome video!
I really welcomed this update. Since the relase of it i basically never have to eco.
I heard an Australian talk about CS and for 13 minutes I was convinced it was Spunj talking
yeah CT side are at a disadvantage since the "fire bomb" price is 600 while T side is 400 and the CT side has to buy a defuse kit at the same time
and also the fact that M4 costs 400 more than AK
@@pikachu8508 really it does, i didn't look at that
As a ct u can molotov 1 way and u can hold 5 people thats why its op and cts have to defend thats easier And if u think realistic ct Equipment would cost more than terrorist Equipment
Simple fix: Decrease M4A4 price to 3000$.
Those 100$ make a huge difference.
CTs mostly end up with at least 3650 - 3750$ after ecoing which leaves them with the choice of either going famas+Kevlar (and saving rest of the money for next round) or going famas/scout + full equipment. 100$ M4A4 price drop would give CTs option to go M4A4 + Kevlar (basically full armor buy because helmet is useless anyway when facing AK)
3k is still too much u need to buy kits remember
8:29 didn't age so well
The solution which my teammates use is buying smgs in 2nd round even if they force buy and hope for the best, if they plant the bomb, we set up to just get the exit kills
or adjust your ct setup to better fit smg buys? early mid aggression, then play off info and stack somewhere?
@@Dtonationify ye, we just play the awper with either scout or just deagle as the info player for mid and the anchor is usually forward to help him,
I as an entry am good at smg and try to just kill one and fall back to anchor the site.
the awper is generally the bait so that the other player gets atleast two kills,
we don't rotate fast if they have heavily forced in, we sit up to get exits, or depends as to how we are feeling, lul
if they somehow play it slow, I we rotate and agress the smg to close angles and usually win the fight because of *brrrrrr* fire rate
Same stuff happened yesterday vs G2, OG kept buying galils against mp9s and winning the rounds after pistols.
One of the reason why every team saving weapons in 3vs4 situation playing ct lot's of maps are ct but now TT can buy full even when they lose pistol round
How to fix this issue:
Lower CT grenade cost for every grenade
Lower 800$ income after planting to 100-200$. This way planting isn't always a free income AND bonus wincodition but there is actually room to decide whether risking giving ct's free 150$ or not, and may lead to more aggressive plays.
Reading the comments I think the bomb plant bonus to the Ts could be havled if the CTs defuse. if the Ts guns are cheap reduce their rewards in the circumstances this is an issue.
I disagree. It used to be that if you lost the pistol round, that's 3 rounds all but guaranteed for the team that wins that round, no matter how close that first round was. If you get the plant, that's a close round, and the second round buys reflect how close the first round was. There are a lot of issues with CSGO, but this was a good change IMO.
you dont want to give cts 4 m4s and a ton of utility in the second round
It makes sense though, if the Ts get 3-4 AKs and a scout/galil. The AK is 10x better than both M4s, you shouldn't get rewarded for losing the pistol round.
@@adhurimsheji9337
Bunch of smgs and famases and ton of utility is pretty enough for cts
lower the bomb reward, atleast in the first 5rounds or something.
I agree but the problem is not the buy the ct's get, it's the buy the T's get. Too overpowered. If you lose and get the plant and a few kills, even then you should only get like 3 galils and a couple smg with utility. That way you could risk the force with a worse buy then save if you lost, or be rewarded and wreck ct economy if you won. But now every single pistol round the T's lose is a force. Even if you all die with 0 kills, deagles and mac-10s since building economy as T is so easy and as CT is super hard.
@@ruibarbosa24 im pretty sure valve intentionally favored Ts economy.
Which does make sense since they are the attackers
Loved the video, bro!
Glad you enjoyed it!
Answered that first question Immediately, look at the utility
Imagine a second round save if you won the pistol round lmaoo
I agree for the most part with the video. One thing that kind of balances this which wasn't mentioned is the fact that on pistol round the CTs have better pistols than Ts. One shot kill USP is far better than the BB-gun aka Glock used by Ts.
We saw a plant with 5 kills and two Ts who saved kevlar for the next round, which were two of the players that held AKs. Also, the T side had little to no utility. Seems perfectly fine if you ask me.
The only problem is the money on the CT side. They should get bonus money for the defuse, so they can at least get full armor and rifles all the time. Either that, or give a buff to the FAMAS that decreases the gap between itself and the M4s
My Csgo days were years ago but I distinctly remember always tossing grenades in terrorist smokes at bomb sites, gets a lot more kills then you’d think. CT’s might be able to buy 2 nades first round to prevent a quick plant but those 2 nades have to be on the same site to work effectively and it makes the other CT’s at the other bomb site have to hold far more aggressive angles. Overall I like the way this is going, people are applying simple economics into the equation of the game, now it’s up to the CT’s to figure out how to prevent pistol round fast plant. Whether that’s playing hyper aggressively or a simple change in pistol round buys it’ll be interesting to see.
morale of the story: the round isnt over if u defused the bomb
i say it's fine since ct have the disadvantage of weapon which are more expansive than t weapons. Cts can also decide (if winning the pistol) to invest more money on utilities and kevlar instead on m4s. In the other hands T can buy 2/3 aks (if losing the pistol) they won't have enough cash for utikities, or more the less only some of the Ts. That means the game is still equal and it depends on CT strats and team play.
to counter this you could do a few things:
1. Make both the m4a4 and m4a1s 2900$
2. Make the Galil 2100$
3. Make the bomb plant get you 500$ instead of 800$ extra
4. Make defuse wins get CTs an extra 500$ instead of 200$
CT economy is so fragile and nades are so important that unless you can build momentum early, you've pretty much lost the half. I think maybe 2 of these changes would greatly increase the fun of the game
@4.15 ”They only Smoke Window” then what about that top con Smoke?????
I've never been a high ranked CS Player, but I've played off and on for years. The one thing that has never made any sense to me, is that CTs have to spend like 1000 more just to have the same sense of security in their buys. CT rifles are all worse than their T equivalents, but cost more. Molotov's are cheaper than incendiary grenades, but they do the exact same thing. CTs need to buy kits on top of that, which is something Ts will never have to do. I always feel more comfortable playing Terrorists than Counter Terrorists. If I'm behind as CTs in the first half, I'm not worried. Playing as Terrorists is just so much easier and more forgiving than CTs.
Play with shotguns like the mag7 on CT side. With good positioning and timing, you could get yourself a lot of money. Personally if I lose first two rounds on CT, i play smg for the next few rounds to have good economy. I've practiced enough to be comfortable with a famas and I always leave 2k to spare in case I cant afford a gun the next round.
@@athoth7704 I usually default to the MP9. Honestly feel like it's a really good backup when you can't afford a rifle, but need something better than a pistol.
The thing is unless everyone makes a huge deal about it, valve will just let things stay the way they are.
Commenting because it looks like the algorithm is sending everyone here. Great vid as always
So why the distribution of T / CT wins on maps in the rotation is in favor of CT? 5 for ct 2 for t...
A couple of months late, but one other thing . If the T side gets the bomb planted on the second round force and deal a lot of damage (1 CT surviving or so), they have more money than the CT side most of the time or at least similar money. In cases like that, the CTs are being punished for winning 2 rounds in a row. (Especially problematic since they just won the pistol)
I've seen the enemy T players literally force every round and consistently have good guns/utility while as soon as we (as CT) lose one we are scrambling to make a full buy
i knew it was cts before you told it, t's just got the plant. it is what it is.
Got the plant and killed the CTs after the defuse
Usually if we cant afford m4s we firce save and force buy next round
Me and my team won 8 rounds in a row ct side mirage. We lost one time and had to save. It’s so dumb.
Bruv that’s not fucking economy that’s because the majority of your team died every round
Alexx_TV right lol
Alexx_TV eveyone pronably bought awps too
I remembered watching pro match before whenever a team lost pistol round it was definitely 2 eco rounds so boring. Now each team can force buy and its more thrilling to watch.
Did you mean terrorists can full buy while ct struggle with their economy?
However CT sides usually win most of the middle/late rounds on most maps. This is because they have to use a ton of utility in order to enter a site when CTs start racking up cash after losing a couple of early fights. The economy is really favourable for T side but the way the game is structured CTs can just hold angles and wait for Ts to peek them
But you can do the strong force buy only if you get the plant. If you dont get it, you must do 2 ecos if you want a fullbuy with 4 aks and awp and full utility
I personally think m4's should be cheaper since it's just a galil(m4 has more range I know, but as a CT you don't engage a very long range often with a rifle) even on paper. And I think the Aug should become a one tap gun like the sg & ak which should be priced just as much as the ak no prob. This should make the sides symmetrical for the economy aspect.
But since maps are CT sided you wouldn't want to give them superior rifles early as well. That's the balance. However I do think m4's should be slightly cheaper.
at 01:55 RPK got dmg in the
Pistol so He cant buy any nades if he wants Headkevlar
That's exactly what he said.
then wouldn't it then come down to tactics? cuz they both get to play the same game plan if that's the case and just force buy on Ts
From memory the encomy was in big part introduced to put a stop to the power of the first round win for teams. It worked. However maybe an easy solution to the problem you're showing is simply making the ct rifles cheaper / or maybe making defusing more rewarding?
Whats about a special pistole round win bonus?
i answered it in my head instantly when i saw the buys
2nd round seems very easy to lose even without the bombplant. Deagles with armor are often better than smg's.
Yeah but I assume that CT had full armor and as you can see full utility T in the other hand had no armor and no utility only one person with utility which means that they could get one shot headshotted as well right?
Galil being 1800 is rediculous, increase that and id say make the ump a ct exclusivefor its nice cost. I think 5/7 being 400 would give CTs some extra options giving them more opportunities pistol round. That may skew pistol rounds to CTs but that could be the counter to this issue. Obviously valve will have more experience and history of the games patches so hopefully its in their hands and they can make the best decisions after we make this more visible.
I think this is kind of well designed into the meta though because ct is generally easier, giving t side the best potential to get as many rounds in is a good thing
Ok well we have to understand the advantages of CT, more ways to win rounds and theoretically easier side, T side should have some advantages to make them able to win rounds especially after losing pistol. Also it’s not really an advantage if both teams get to play each side. The game is even it’s all about the teams strategies.
Exactly
One minor point I thought of while watching this video is that maybe eco weapons should be nerfed in general to make it less consequential for CTs to forego head armor and even kevlar in the second round after winning pistol. My thought is that this would preserve the preeminence of the AK as well as the reward for getting an AK second round. It would also put CTs on more equal footing in some of these gun fights by giving them room physically on the map, as well as open up more opportunities to buy nades. Perhaps a creative solution that gets around outright buffing CT economy.
I just want to point out that losing with the bomb planted in the pistol round awards $2700 and the CTs get $3500 for defusing it (each figure is per-player). For each team, you're basically getting the value of your main rifle as your round bonus (except the CTs get a little extra - more than in a sec). Kills are a bonus, and in every case in this video, the Ts got more kills, so relatively speaking (due to the differing rifle prices) the Ts are better off. The thing to note is that the CTs prioritized grenades instead of using their rifle money on a rifle, but the Ts often didn't. If nobody bought grenades or armor, everyone would just buy their primary rifle and all would be equal.
I think it's worth highlighting that very fact - the CTs need way more grenades than the Ts, moreso than even getting their best rifle. Maybe that $3500 they get for a bomb defusal isn't enough above their rifle prices. The Ts get their AK exactly, but the CTs have a few hundred extra on top of their rifle price as a round reward. Maybe that few hundred extra should be a little more, only $400 barely covers the cost? That extra grenade money in the bomb defusal round win is offset by the kills the Ts got, since each of those are worth $300. The Ts go into Round 2 with basically the same money as the CTs, but have less to spend, because they got more kills than the CTs did.
I can only think of two avenues in which to make a change, but I honestly don't think that this edge case is a scenario that needs fixing in the first place. Regardless, maybe that $3500 specifically for a bomb defusal round win could be increased by another few hundred. Or maybe, the $300 kill bonus should be reduced on those default pistols, so the Ts can't economically make up for their round loss with more kills. But then again, didn't the Ts earn it by getting those kills in the first place? According to this video, they did not.
So far the 2nd round of the half for the team that lost pistol has been a throwaway round. If unlike this cherry-picked scenario, T's were eliminated and CTs defused with a couple guys alive on the other hand, T's would perhaps force 2 AKs max with other guys on no armor with utility, and the round would be somewhat even. There needs to some merit for planting a bomb.
ifk why valve thought lessening the importance of pistol rounds was a good idea
8:30 aged well
CTs still have an economy advantage when they win a round by running down the clock because the Ts who survive get no loss bonus. I would suggest raising the round clock CT win bonus to $3500, since from a gameplay standpoint it makes sense to give an incentive to the CTs to prevent the bomb from being planted as much as possible. And also to make it fair to the losing T players who are saving (because if the CTs decide to hunt down the Ts they will miss the extra $250).
The CT defusal win bonus should be $3750 in order to offset the $300 planting bonus for the T side. The T players get a total of $3550 each if they eliminate the CTs post-plant ($3250 + $300) and $3800 for successfully detonating the bomb ($3500 + 3800).
Let’s be honest. As strong as terrorist forced buy after bomb plant might be. Winning with bomb plant and all ct dead is still stronger than losing with bomb plant and all cat dead. Getting the plant for the gold is something we did already 15 years ago. With the plant down, saving in a losing situation was still done from time to time but the optimal was always to win that round.
Ct should get a money boost. When I’m playing matchmaking I have this same problem. I’m always broke on ct
That was intentional game design,but a nice way to avoid this prob if ur a low rank nova like me is to not buy defuse kits if ur partner on site buys it, if he doesnt buy then go for defuse kit and a flashbang if he does buy then u ahould buy some extra utility like he grenade, smoke with flashbang, this is honestly most of the time best setup for me i rarely buy molotov usually when were dominating or idk when i play sites like A mirage and i notice the enemy team acrually pushes together, then i use it to burn palace while we clear ramp or just to delay the push and to inform the team t is coming cuz id be pretty dumb to not wait out palace most of the time bcs those spots usually intended for palace ppl to clear tend to be broken v ramp ppl
Pretty hard call to make, but maybe the CTs shouldn't be investing in a helmet against bomb plant and 3 Ts surviving that pistol round, instead go for the M4/Util. Could bite them in the ass if Ts invest in utility and go for Galil in 2nd round, but like you mentioned in the video - in a map like Mirage it's less needed on T side in early rounds.
It's good that Ts are rewarded for getting bomb down, but yeah it's potentially a bit much as is.
the utility on ct was an instant giveaway to me that they were the pistol round winners
They should make it so we get the 1st loss bonus after losing the pistol not the 2nd loss bonus or they should make it so the loss bonus does not go down by 1 when we actually win the pistol round
Limit Breaker don’t be a fucking idiot mate. that would make it even better for the Ts if they planted and won the round
The ability for the cts to hold angles and choose where the fights are make ct and ts even
Oye Oye it's your boi Hawka
Bringing you guys with content worth watching unlike some other CS Shitposting channels
:)
You have my sub man. Great work
I agree with this video but that’s why each team is both sides so it’s basically fair just depends on how a team plays and which play is smarter.
Nice video dude, found it through Richard Lewis.
Thanks, glad you checked it out and enjoyed!
Is this also the reason why getting a fast bomb plant in pistol rounds is the way to go?
If the T gets bomb plant they can buy, but if they don't they have to full Eco or maybe just buy deags
what about making the ak more expensive?
I don't see an issue with the beginning screenshot, haven't watched the rest of the videos but just glancing at it T's have next to no utility, while CT's have nearly full, if they had the same amount of utility they would also have been able to get "premium rifles" - perhaps T side needs a nerf but it doesn't seem as bad as the title makes it out to be....
edit: yeah no unless I'm missing something the fact that whoever gets kills can buy better individually regardless of winning is perfectly fine. Perhaps M4's are a bit too expensive compared to AK's but beyond that I really don't see an issue.
I’m used to the fact that the entirety of Global Offensive it’s T-Sided
I mean, Galil and AK-47 vs FAMAS and M4A4, Dude pls...
Either nerf the bomb plant or buff the defuse
Listen, i think this is technically welll balanced, something to factor is that if weapons were equal for both sides stat wise or cost wise the t side is always at a disadvantage as they have to push which usually means moving which makes you vulnerable due to the inaccuracy whils moving. Higjer damage weapons sway the scale a bit to level the playing field. Not that there isn't roomfor improvement but the fundamental concept is good imo