
CSGO Throwables Discardable Mechanism and Economy System
Author:Gun Protection God Wang Ziming
Contents
1. Throwables Discardable Mechanism
I was very impressed, five years ago I ladder match with my friends, and no one wants to be the first to rush out - because do not trust the teammates behind to flash the enemy, and the teammates behind does not trust the teammates in front, they are afraid that the first rush people to die for nothing, leaving props to do a good turn point. Mutual suspicion will form the first rush players deep into the enemy camp, the players behind encounter anti-rush fire immediately after the retreat, selling the poor terrorist.
With the maturity of CSGO gaming, more and more players know how to play with their matched roadie teammates and are happy to collaborate with them to win the game, rather than being individually heroic and relying on their superior marksmanship to drag their teammates to score points. The double frame, triple frame, and anti-clear flash are already regular fits, and it’s time for the game’s strategy to take its final step - the throwables discardable mechanism.
Players can throw their props to the ground to play more tactical cooperation: for example, on the map of Mirage, terrorists can leave their smoke grenades to one player, so that he can throw all the smoke grenades the second time (after the enemy’s anti-rush props are over), creating the illusion of “terrorists bursting bombs to hit A”, while the remaining players will be able to catch the players who receive the wrong information and want to return to the defense A. For example, on the banana road in Inferno, the terrorists can focus their grenades on the player behind the slab, so that he can quickly throw two grenades to clear the coffin above the counter-terrorist, the advantage of this way is that one more player can go ahead and break through to ensure the success rate of the breakthrough.
Although the two examples given are new tricks for terrorists to exploit the mechanic, the addition of this mechanic leads to an increased win rate for the police side on all maps if you look at the data. The counter-terrorist who sets up the gun can leave his flashbang to another teammate who is guarding the point so that he can cooperate with him to complete the counter-clear or stop the enemy from breaking through, and this behavior is very difficult to be predicted, which leads to a higher teamwork requirement for the bandits under the current version.
2. Economy System
For CT, total annihilation of the opponent is rewarded 3250 per person, failure is rewarded 1400, each more consecutive defeat of a game defeat compensation more 500, up to 3400. the opponent did not succeed in placing the package rewarded 3250, placed the package and successfully dismantled rewarded 3500, the dismantler additional reward 300.
For T, total annihilation of the opponent each reward 3250, failure reward 1400, each more consecutive defeat a game defeat compensation more 500, up to 3400. if successful under the package, each additional reward is 800, if not under the package, surviving t will not have failure reward, C4 explosion reward 3500, installer additional reward 300.
If we look only at this mechanism, we may get a one-sided conclusion: CSGO’s economic system is very fair for both sides, but in fact, we also need to look at the prices of individual guns this mechanism is in favor of terrorists.
In CSGO, the team’s gun configuration strategy can be divided into three categories: ECO (no weapons and props), half-up (starting cheap weapons such as submachine guns or sand eagles, buying a small number of props), and full-up (starting main weapons such as AK and AWP, buying full props). Where ECO is expected to cost the player 0-300, half up will cost the player 700-2000, both sides on these two types of spending is the same, but in the full up the difference in spending will be very large: T’s AK, incendiary ammunition cheaper than the counter-terrorist side, these are the most commonly purchased items in the full up; and ct because of the main weapon gun disadvantage, will also buy AWP for defense, this weapon is too expensive and the kill bonus money is very small. The price of the equipment is designed to cause ct instantly win the first game, if not survived enough players in the second game the economy does not support the team’s all-up weapon configuration strategy. And put down the bomb t even if lost the first game, because put down the bomb can be in the second game all up, if ct defense inadvertently lost the second game, then the third game ct side will have to take ECO weapons configuration strategy. Similarly, if CT chooses to buy AWP in case of insufficient funds, once it fails it will face the embarrassing situation of ECO two consecutive games.