Utility and Economy Planning

Quick Answer: Plan utility within economy. Smokes and flashes every buy. Account for loss bonuses in next-round planning.

Utility planning involves deciding which grenades to buy based on team economy and round objectives. Smokes and flashes are high-priority utility purchased every full buy round. Molotovs and HE grenades are situational based on defensive needs or remaining money. A full utility buy for one player might include smoke, two flashes, HE, and molotov for ~$1700 additional cost.

Economy planning requires forecasting 3-4 rounds ahead. A team might intentionally lose a round with minimal spending (full save) to guarantee a full buy two rounds later. Alternatively, teams might half-buy (modest weapons plus utility) to maintain competitiveness without overcommitting economy.

Money allocation considers: base buy (weapons + armor), utility spending (grenades), defuse kit (CT-side $400 on specific rounds), and spare money for next round. Teams with $8000-10000 combined money versus $3000 combined money face drastically different tactical options. Professional teams track exact team money and adjust calls accordingly.

Loss bonuses influence planning. Losing $1900 per player per round means even after losses, teams accumulate money. Strategic teams leverage this: a full save after a loss might lead to a semi-buy that wins the next round and resets economy positively. Conversely, winning teams must be careful not to over-accumulate money, which wastes potential purchasing power.

Key Points

Common Mistakes to Avoid