Spike, timings and special rounds - 10.3
The second round, anti-ecos and ecos
In one line: The round after the pistols is almost always lopsided: the winners have SMGs and armor, the losers have little. The team with the guns must not hand back its advantage; the team without them must create fights where guns matter little.
A lopsided round
After the pistol round, round two is almost always lopsided. The winning team has about 3000 credits and buys SMGs, shotguns or budget guns with armor; the losing team has about 1900, and has to choose between saving (an eco) to buy in round three, or spending everything (a force buy) to try to break the enemy economy.
Both teams have a clear job. The team with the guns must not hand back the advantage. The team without them must create situations where the gap in weapons matters little. The chapters on the economy and on reading the enemy economy explain the numbers; here we look at how these rounds are played.
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