If you're new to the CS mode (or to tactical shooters in general), this is a quick translation guide for the jargon you'll see in commentary, in player labels, and in tactics.
The basics
Match format
CS is 5v5, played as a series of rounds on a fixed map. Each round is short. The first team to win enough rounds wins the map. Most matches are best-of-X maps.
Sides (CT and T)
Each round, one team plays the attacking side (T) and the other plays the defending side (CT). Sides swap at half time.
T (attackers): the goal is to plant the bomb on one of two bomb sites and defend the plant until it explodes.
CT (defenders): the goal is to prevent the plant, or defuse the bomb if it's already planted.
A round can also be won by eliminating the entire enemy team within the round timer.
Map zones
Most CS maps have two bomb sites called A site and B site, connected through a central area called mid. As an attacker you choose which site to commit to. As a defender you spread your team to cover both.
Player roles
A team of 5 fills different roles. Players in ESMO are evaluated for each role based on their attributes (you don't assign roles in CS, the engine plays each player to their strengths). For details on how the role suitability percentage is computed, see the Player Roles article.
IGL (In-Game Leader)
The brain of the team. Calls strategies, makes mid-round adjustments, and decides when to push or hold. A good IGL needs high leadership, decisions, and composure.
Entry Fragger
The player who enters a bomb site first to clear angles and create space for the team. High risk, high impact. Needs accuracy, dexterity, quickness, and bravery.
Sniper
The precision player who holds long sightlines with a high-powered rifle. Often the round-opening pick from across the map. Needs accuracy, concentration, and composure.
Lurker
The off-site player. While the team commits to one bomb site, the lurker plays alone in another area, looking for flanks, late-round info, and surprise picks.
Anchor
The defender who holds a bomb site by themselves (or with one teammate). The anchor stays put, doesn't rotate, and trusts the team to handle the other site. Needs concentration, composure, and accuracy.
Support
The utility player. Throws flashes, smokes, and molotovs to set up the rest of the team. They rarely top the kill chart, but the team falls apart without them. Needs decisions, teamwork, and vision.
Round types and the economy
Money is tight in CS, and what you can afford to buy each round depends on the previous round. The buy strategies you'll see in ESMO match this.
Pistol round
The first round of each half. Everyone starts with the same minimal money. Pistols only. Winning the pistol round usually snowballs into the next few rounds.
Eco round
A round where the team saves money and buys very little (pistols, maybe one cheap rifle, no utility). The goal is not to win, but to bank cash for a full buy next round.
Force buy
The opposite of an eco. A round where the team spends all their money on suboptimal gear (often cheap rifles or upgraded pistols) trying to upset the enemy's economy.
Anti-eco
A round where you know the enemy is on an eco. Your team buys conservatively (high economy, light gear) so you don't waste money but still expect to win.
Half buy and full buy
A half buy is partial gear (rifle but no armor, or armor but no utility). A full buy is everything: rifle, armor, full utility kit. Full buys are when you expect to win the round.
Round situations
Clutch
When a player is the last one alive on their team and has to win the round 1vX. A clutch win is one of the most respected outcomes in CS. Players with high composure and concentration tend to clutch better.
Retake
When the defenders try to take a bomb site back after the attackers have planted. Retakes are coordinated pushes with smokes and flashes.
Trade
When your teammate dies, you immediately kill the player who killed them. This is "trading" your teammate's death. Good teams trade consistently; bad teams die one by one.
Peek
Briefly stepping out of cover to take a shot, then stepping back. Wide peek, shoulder peek, jiggle peek are variations.
Other useful terms
Utility
Grenades. Flashbangs (blinds enemies briefly), smokes (blocks vision), molotovs (forces enemies out of a position), HE grenades (damage). The Support role's job is to use these well.
KDA / K-D
Kills, deaths, assists. Same idea as in MOBA, used to summarize a player's round-by-round performance.
"Eco" (the team is on an eco)
Means the enemy team is saving money this round and will be undergeared. Don't waste your own utility on an enemy who has nothing to use it against.
FAQ
Where does my player get their grenades from?
Grenades are bought at the start of each round from the buy menu, along with weapons and armor. The buy strategy you set in your team's tactics decides how much utility each role buys.
How do I make sure my player throws good flashes?
High Concentration, Decisions, Composure, and Communication are what make a player good at supporting with utility. A Support-role player on those high attributes will throw better flashes than a low-discipline Entry Fragger would.
Can I assign a CS role to a specific player?
No. CS roles are derived from attributes, not assigned. See the Player Roles article.
Is this game basically Counter-Strike?
CS in ESMO is the genre, not the title. The mode is its own game with its own players, maps, and engine. It's not affiliated with any specific real-world CS title.
