The first twist - and what differs CS:GO from other tactical 5v5 shooters like Call of Duty’s Search & Destroy mode or Rainbow 6 Siege - is the game’s economy. But don’t panic: it’s not that complicated. We’ll walk you through it.
The basic idea is that the more powerful the item, the more expensive it is. The two most common assault rifles, the T’s AK-47 and CT’s M4A1-S, cost $2700 and $2900 respectively. The one-shot-kill sniper rifle, the AWP, is available to both sides and costs $4750 - meaning each team’s designated sniper either has to save additional money in advance or sacrifice utility.
Money is awarded for round wins, round losses, kills, and bomb plants or defuses, and is used to buy armour, weapons, and grenades. The vast majority of a player’s balance, though, comes from round wins or losses, with the rest as supplementary income. This emphasises the team nature of CS:GO - a player can get four kills in a round but if his team loses, he will earn less money in that round than an opposition player who made no contribution.
Each player starts the half with $800, forcing them to pick between purchasing a different pistol, a few grenades, or some body armour. Players start with 100 health, and damage is fixed until the next round. There are no respawns or health regeneration - if you lose half your health in an engagement, you are weakened for the rest of the round. This makes armour the only purchase that can directly save your life, which is why the majority of players purchase armour in a pistol round. Yet, a helmet costs $1000, so a ‘headshot’ is nearly always fatal for the unarmoured or half-armoured players in the pistol round. Because of this, and the fact that in professional play most kills are headshots anyway, there will always be a few players who might buy ‘utility’ in a pistol round, such as grenades, or a defuse kit (that halves the time it takes for the CT to defuse the bomb from ten to five seconds).
There are four grenades that professionals use: smoke, molotov, flashbang, and high explosive frag (HE). The HE delivers direct damage to a player. For anyone who sees the flashbang detonate, the screen will turn white for a few seconds, just long enough for a player to take you down which is why you might see pro players look into a wall or backwards. Molotovs set the floor on fire for five or so seconds, dealing small amounts of damage to anyone in them.
This leaves smoke grenades, which are the most important of all. They last around fifteen seconds and are mostly used to block choke points on both sides. For CTs, they can cut off the entrance to an area, forcing the Ts to wait behind it as the clock goes ever lower. The Ts can go through the smoke, but they are at a disadvantage because their screen stays grey for a millisecond - meaning the CT sees them first. For Ts they fulfil the same purpose, blocking lines of sight.
Here’s an image of a typical smoke the Ts throw. It lets them run into the bombsite with their back to the smoke, only worrying about what is in front of them. This blocks what is called a ‘crossfire’, where two players are holding the same angle from opposite sides, so their opponents will always have their backs to one of them, making it an easy kill.
Returning to pistol rounds, they are arguably the most important of a match because of the economy. This is because the pistol round’s victors are awarded more money, meaning in the next round they can afford far better equipment: more grenades, more powerful guns, and a helmet to go with their body armour. Meanwhile, the losers will only have enough for a pistol.