Anti-Eco Rounds and Strategy
Eco (economy) rounds occur when teams can't afford full buys and instead save money for future rounds. An anti-eco is when the winning team deliberately buys light weapons (pistols, SMGs) to minimize money loss while maintaining a favorable matchup against the losing team's eco. If anti-eco succeeds, both teams round reset their economy.
A full save involves all players buying nothing, or minimal utility, and saving money for the next round. Even with full saves, losing teams get loss bonuses ($1900 per player), enabling modest buys next round. Strategic savers might buy a smoke or flash for utility without expensive weapons.
Anti-eco buy strategies involve light weapons (pistol SMGs like MP5, MAC-10) and minimal armor. These weapons are cheap ($1000-2000 total) but effective at close range. If anti-eco wins the round, the team saves money and has purchased minimal expensive weapons. If anti-eco loses, money is lost but team remains capable of full buy next round.
Winning teams play conservative anti-ecos, avoiding overcommitment to site takes. Losing teams play aggressive anti-ecos, using SMG run-and-gun tactics to close distance and neutralize range disadvantages. A successful anti-eco by a losing team can equalize next round's economy or even advantage them.
Key Points
- Eco: inability to full buy, strategic save
- Anti-eco: light buy against eco
- Loss bonus: $1900 per player every loss
- Full save: minimal spending for next round
- Anti-eco cost: $1000-2000 per player
Common Mistakes to Avoid
- Buying expensive weapons on anti-eco
- Not accounting for loss bonus in planning
- Overcommitting to anti-eco rounds
- Breaking full save by buying weapons
- Not coordinating anti-eco buy with team