Total breakdown of the new CS:GO patch for competitive play

Counter-Strike: GO's Icon Scott Robertson · 16 Mar 2019


Screenshot via Valve

Are hard economy resets gone forever? Is Valve trying to silence us? Is the age of the AUG going to come crashing down? Is this the biggest meta change in the history of the game?!? It’s hard to say for sure, but with the latest update to Counter-Strike: Global Offensive, there is a lot to unpack, so let’s jump right into the patch notes and panic together, shall we? Here's a complete breakdown of all the changes coming in the next CS:GO patch.

No more hard resets

This is the biggest non-weapon-related change to the CS:GO meta in years. The round-loss bonus exists to help teams that have lost multiple rounds in a row by providing them with more money after each consecutive loss. With more losses in a row, the losing team receives more money at the start of the next round, with a max loss bonus of $3,400.

Now, instead of the consecutive loss bonus being reset to zero after a round win, the round loss bonuses are now based on the count of a team’s round losses, and they’re only reduced by one with each round won, down to a minimum of zero. The immediate effect of this is that there will be no more hard economy resets, which occur when a team that has lost several rounds in a row finally wins one, but then loses the next. Instead of completely losing their loss bonus, it is only reduced by $500. Nathan “NBK” Schmitt has graciously simplified it for all of us:

This should have drastic effects on competitive CS:GO play. Overall, there will be more full buys and less saves during a map, as losing teams will be able to fully buy back more often after losing rounds that typically would have reset their consecutive loss bonus. Instead of being reset and only getting $1,400 at the top of the round, the team gets the amount of money that translates to the total amount of losses for the half:

  • With 0 Losses: $1,400
  • With 1 Loss: $1,900
  • With 2 Losses: $2,400
  • With 3 Losses: $2,900
  • With 4+ Losses: $3,400

This will present a new challenge to in-game-leaders as well as coaches, primarily those on the side of the winning team, as they will have to deal with more instances of the losing team being able to buy up full weapons, armor, and utilities. Expect multiple clips and highlights in the near future of teams getting caught off-guard by the equipment of their opponents, as they’ll be expecting a save and instead will face full buys. Right now, one win means the subtraction of one loss, and it’s possible we’ll see experimentation with these values in the future.

CT rifles rebalanced?

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The age of the AUG is over. One could say it’s been silenced. Valve is looking to bring balance back to CT side rifles with an increase to clip size and the number of reserve rounds for the M4-A1S. They also returned the AUG to its original price point of $3,300. When it was reduced to $3,150 in October, the AUG was more popular than the tried-and-true M4A4, with its improved spray control and zoom function. Now back at $3,300, the AUG will likely see a drop off in competitive play over the next few events, but it won’t drop off too much considering the new changes to the economy.

With an increase in magazine from 20 to 25 and a reserve ammo increase from 60 to 75, the M4A1-S will likely see a large increase in usage. With its tighter spray, improved range modifier, and dampened sound, the silenced M4 has always been limited by its total ammo, 80 total bullets, compared to the non-silenced M4’s 120. With 100 total now, the silenced M4 will be a common choice for riflers who like to hold long-range angles.

Flash-bang out of order

The new addition of flash bang notifications to the deathfeed has quickly drawn backlash from the competitive community. As part of the new update, players who throw a flashbang grenade that assists in a kill will have that shown on the deathfeed. However, professional players and community members have quickly pointed out this will inevitably reveal too much to the other team about which players are attacking or defending bomb sites. Gabriel “FalleN” Toledo weighed in:

Nils "k1to" Gruhne of Epsilon provided a specific example of how this addition can be used against players:

In theory, Valve is trying to provide a new way of showing recognition to players who are smart with their flash grenades. In reality, it has only made players more hesitant to throw them to not give away who’s defending which site.

What do you think of the new economy? Which CT rifle are you going to use going forward? Let us know in the comments.

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