Full Buy Rounds and Optimal Loadouts
A full buy occurs when all five team members purchase rifles, armor, and utility. Typical full buy costs $8000-10000 per player total, leaving $2400-4000 spare per player. Full buys occur on established rounds when teams accumulate sufficient money from wins.
Optimal T-side full buy: AK-47 ($2700), Light Armor ($1000), Smoke ($200), Flash ($200), HE Grenade ($400), with $1200+ remaining. CT-side: M4 ($2300), Light Armor ($1000), Defuse Kit ($400), Smoke ($200), Flash ($200), HE/Molotov ($400), with $1000+ remaining.
Money discipline during full buy: don't overspend. Maintain $2000+ per player for next round. If you lose a full buy, your economy drops significantly. Losing full buys in consecutive rounds can cascade into 3+ round deficits. Professional teams carefully calculate full buy viability before committing.
Full buy preparation: teams coordinate purchases during buy phase to ensure all players have rifles and armor. If any player lacks rifles or armor due to money miscalculation, the full buy fails. Communication during buy phase prevents these mistakes. Assigning team roles (IGL calls who buys what) ensures efficiency.
Key Points
- Full buy: rifles + armor + utility for all
- Typical cost: $8000-10000 per player
- Maintain $2000+ per player after buying
- Coordinate purchases team-wide
- Losing full buy cascades economy
Common Mistakes to Avoid
- Individual buying without coordination
- Overspending utility
- Not maintaining reserve money
- Buying unnecessarily expensive items
- Poor money tracking