Prices and balance details last checked: July 25, 2026. All dollar amounts in this guide are in-match Competitive/Premier money, not Steam Market skin prices. Counter-Strike 2 changes through live updates, so the current buy menu is always the final authority.
The best Counter-Strike 2 weapon is not the gun with the biggest damage number. It is the gun that fits your side, money, distance, position, and job in the round. An AK-47 is a magnificent $2,700 rifle, but a $1,050 MAC-10 can be the smarter anti-eco purchase. An AWP can decide a round with one shot, yet it can also consume the money that your team needed for armor, grenades, and a complete five-player buy.
This CS2 weapons guide compares every standard firearm by current price, practical strengths, weaknesses, and best use. It is written for players who want decisions they can use during freeze time—not a wall of damage statistics with no context. If economy, armor, loadouts, and round rules are still unfamiliar, open our complete CS2 beginner guide first. You can also follow future aim, economy, map, and update articles in the Counter-Strike 2 guides column.
The 60-second answer
Learn the AK-47 on T side and choose one of the M4A1-S or M4A4 on CT side. Use the Galil AR or FAMAS when a full rifle would remove your armor and useful grenades. Buy the MAC-10 or MP9 to exploit close range and unarmored opponents. Treat the AWP as a specialist team investment, not a reward for reaching $4,750. For a cheap pistol upgrade, start with the P250.
Quick Picks: Which CS2 Weapon Should You Buy?
| Situation | T-side pick | CT-side pick | Budget alternative | Why |
|---|---|---|---|---|
| Standard full buy | AK-47 | M4A1-S or M4A4 | Galil AR / FAMAS | Reliable rifle-round defaults |
| Anti-eco | MAC-10 | MP9 | Nova at a tight choke | Mobility and stronger kill reward |
| Long-angle specialist | AWP | AWP | SSG 08 | High impact, but needs support and an exit |
| Cheap pistol upgrade | P250 | P250 | Keep the starter | Flexible without ruining the next buy |
| Close force buy | Tec-9 | Five-SeveN | P250 | Better chance against armored targets |
| Hold a narrow doorway | Sawed-Off | MAG-7 | Nova | Position can offset limited range |
These are defaults, not commandments. A weapon becomes valuable when the round creates the conditions it needs. Before buying, ask five questions: What can the team afford? Where will I fight? Are enemies likely to have armor? What utility do we need? If I die, can a teammate recover the gun?
How the CS2 Buy Menu and Loadout Work
CS2 does not place every gun in your buy menu at once. Each side’s custom loadout contains one starting pistol, four additional pistols, five mid-tier weapons, and five rifles. That means a weapon can exist in the game but remain unavailable during a match because you did not equip it before queuing. Both CT M4 variants can be equipped at the same time if you want the choice.
Valve’s official loadout and buy-menu announcement also documents two quality-of-life systems worth using: the menu shows what teammates are carrying, and an item bought during the current round can be refunded if you have not used it. A mistaken click therefore does not have to destroy the buy—provided you notice before firing, throwing, or dropping the item.
Set up a simple beginner loadout before your first serious queue. Do not fill every slot with exotic options. Make sure your core rifle, one budget rifle, one close-range SMG, and the pistols you understand are actually present.
How to Read a Weapon Beyond Its Damage Number
A weapon’s practical value comes from several connected traits:
- Price: the gun must leave enough money for armor, grenades, and team-wide coordination.
- Armor performance: a weapon that farms unarmored eco players may feel very different against helmets and Kevlar.
- First-shot accuracy: your opening bullet matters most in a game with a low time to kill.
- Recoil and recovery: a powerful rifle still fails if you cannot control the follow-up shots.
- Movement accuracy: SMGs and some pistols tolerate motion better than rifles, but no gun grants permission to ignore positioning.
- Range: damage falloff, spread, scopes, and sightline geometry decide which fights are favorable.
- Magazine and reserves: capacity affects multi-enemy holds, spam, and the new cost of unnecessary reloads.
- Kill reward: SMGs and shotguns can rebuild money during favorable rounds; the AWP pays far less per kill.
Skin rarity changes none of these. A factory-new finish and a default weapon have identical competitive behavior. This article’s prices describe the match economy only.
CS2 Rifles: Prices, Roles, and Beginner Verdicts
| Weapon | Side | Price | Best range | Best use | Beginner verdict |
|---|---|---|---|---|---|
| Galil AR | T | $1,800 | Close–mid | Budget rifle round | Useful |
| FAMAS | CT | $1,950 | Mid | Budget site defense | Useful |
| AK-47 | T | $2,700 | Mid–long | Standard T full buy | Essential |
| M4A1-S | CT | $2,900 | Mid–long | Controlled holds and smoke edges | Essential |
| M4A4 | CT | $2,900 | Close–mid | Multi-target site holds | Essential |
| SG 553 | T | $3,000 | Long | Scoped angle fights | Situational |
| AUG | CT | $3,300 | Mid–long | Scoped defensive angles | Situational |
AK-47: the T-side standard
The AK-47 defines a normal Terrorist rifle round because it combines strong armor performance, a 30-round magazine, and the possibility of ending a duel immediately with a precise headshot at normal map distances. At $2,700, it is also cheaper than either CT M4. That does not make it easy. Its recoil punishes long uncontrolled sprays, and moving rifle fire is unreliable.
Build the AK around three ranges. At long range, stop completely and tap. At medium range, use short bursts and allow the weapon to recover. At close range, a committed spray can make sense, but learn the first ten bullets against a wall before trusting it in a match. Keep the crosshair at likely head height so its biggest advantage happens through preparation rather than a desperate flick.
The most common AK mistake is buying it with no armor and no plan. If $2,700 leaves you unable to afford Kevlar while teammates are executing with grenades, the $1,800 Galil may create a more complete round. An AK recovered from a dead player is especially valuable to the CTs because it gives the defense access to the T rifle’s headshot threat. Do not take a pointless exit duel when saving one.
M4A1-S vs M4A4: which CT rifle should you choose?
| Trait | M4A1-S | M4A4 |
|---|---|---|
| Price | $2,900 | $2,900 |
| Magazine | Smaller; demands discipline | Larger; more multi-kill margin |
| Feel | Controlled, quieter, lower visual signature | Faster, louder, more sustained pressure |
| Best fit | Taps, bursts, smoke-edge and isolated fights | Busy sites, close trades and several attackers |
M4A1-S: the silenced M4 rewards controlled firing. Its quieter report and reduced visual signature can make it harder for opponents to read exactly where shots originate, especially around smoke or a chaotic execute. The recoil feels approachable, so it is an excellent first CT rifle. The trade-off is capacity. A missed spray or two attackers arriving together can empty the smaller magazine quickly, and the 2026 magazine system makes nervous reloads more costly.
M4A4: the M4A4 offers a larger magazine and faster sustained pressure. That extra ammunition matters when anchoring a site, transferring between targets, breaking a close rush, or spamming a known position. It is less discreet and can feel busier to control. Its advantage is not that it is “the better M4”; it simply provides more margin during repeated fights.
Choose according to your positions and habits. If you prefer deliberate bursts and frequently take one duel before falling back, start with the M4A1-S. If you anchor crowded sites and often run out of bullets before the push ends, try the M4A4. Because CS2 permits both in the loadout, the best long-term answer may be equipping both and making the decision during freeze time.
Galil AR and FAMAS: budget rifles are not failed buys
The Galil AR and FAMAS exist for rounds where rifle-class reach matters but the premium gun would erase armor or utility. The Galil’s 35-round magazine gives T players useful room during entries and trades. It is less precise and refined than the AK, so do not pretend the savings are free. The FAMAS is a compact CT compromise with a smaller magazine and a burst-fire mode that most beginners do not need. Controlled automatic bursts are usually the clearer starting point.
A budget rifle plus Kevlar and a flash can be more valuable than a naked AK or M4. The correct comparison is the complete loadout and the team plan, not weapon against weapon in isolation.
AUG and SG 553: pay for the scope when the angle justifies it
The AUG and SG 553 add an optic and strong long-range control at a premium. They can simplify precise fights across large spaces, help a defender hold a narrow distant line, and punish opponents who repeatedly challenge the same angle. The scope narrows awareness, makes a sound when activated, and does not replace proper stopping. At $3,300 for the AUG and $3,000 for the SG 553, neither should become an automatic full-buy tax. Buy the angle, not merely the novelty of zoom.
CS2 Sniper Rifles: Power Requires a Plan
For the mechanics behind consistent one-shot impact, use our complete CS2 AWP guide to learn peeking, angle holds, pre-aim, repositioning, utility, economy, and a focused accuracy routine.
| Weapon | Side | Price | Best range | Best use | Beginner verdict |
|---|---|---|---|---|---|
| SSG 08 | Both | $1,700 | Long | Mobile tags and high-skill eco picks | Situational |
| AWP | Both | $4,750 | Mid–long | Dedicated opening or angle hold | Useful; learn later |
| SCAR-20 | CT | $5,000 | Long | Semi-auto lane denial | Skip at first |
| G3SG1 | T | $5,000 | Long | Semi-auto post-plant control | Skip at first |
AWP: a team investment, not an expensive rifle
The AWP is feared because a hit to most of the body can end a fully armored opponent immediately. Its presence changes how enemies cross open space, use utility, and clear angles. But the $4,750 sticker is only the beginning. The buyer still needs armor, may need grenades, earns a low kill reward, and can donate an extremely valuable gun if caught without support.
A good AWP purchase has four parts: a favorable sightline, a teammate or escape route, enough team money, and a player prepared to use it. Hold one angle at a time. After firing, break line of sight while cycling the bolt rather than standing exposed. Change position after your presence is known. On T side, do not let five players wait while you search endlessly for an opening; the round timer is also a resource.
Beginners should practise the AWP in Deathmatch or a low-pressure mode before asking the team to fund it. Learn the movement penalty, the sound of scoping, common close-range punishments, and how to recover a dropped rifle for a teammate. If buying the AWP prevents two teammates from completing the round, wait.
SSG 08 and the auto-snipers
The $1,700 SSG 08 is lightweight and accurate, but it is not simply a cheap AWP. Body shots usually create damage and a severe movement slow rather than a guaranteed kill, so it rewards headshots, coordinated follow-up damage, and mobility. It can create an unexpected long-range threat in a low-money round, although a rifle or SMG may be easier for a new player to convert.
The SCAR-20 and G3SG1 deliver fast semi-automatic scoped fire for $5,000. They can lock a long lane or punish repeated peeks, but the price is difficult to justify in a normal team economy. They also teach fewer transferable rifle fundamentals. Consider them specialist tools for a specific plan, not an endgame upgrade that every player must unlock.
CS2 SMGs: Make Money at the Right Distance
| Weapon | Side | Price | Best range | Best use | Beginner verdict |
|---|---|---|---|---|---|
| MAC-10 | T | $1,050 | Close | Fast anti-eco entry | Essential |
| UMP-45 | Both | $1,200 | Close–mid | Controlled budget fights | Useful |
| MP9 | CT | $1,250 | Close | Mobile defense and anti-eco | Essential |
| PP-Bizon | Both | $1,300 | Close | Large-magazine anti-eco | Situational |
| MP7 | Both | $1,400 | Close–mid | Stable general SMG | Useful |
| MP5-SD | Both | $1,400 | Close–mid | Low-signature rotations | Useful |
| P90 | Both | $2,350 | Close | High-capacity pressure | Situational |
MP9: the CT bargain
The MP9 gives a low-money CT genuine round-winning potential. It is inexpensive, fires rapidly, moves well, and can produce a strong kill reward. Place it in a close corner, pair it with a flash, or take a fight where the opponent must enter your range. After a kill, reposition or collect the rifle rather than continuing to challenge a distant AK.
Its weaknesses appear quickly outside that job. Small capacity and damage falloff punish messy sprays and long lanes. Valve reduced its jumping accuracy in the July 16, 2025 update, reinforcing the idea that mobility is a tool, not a substitute for a stable shot. Use movement to arrive at the favorable fight; do not make airborne spraying your default technique.
MAC-10: cheap pressure for the T side
The MAC-10 is the attacking counterpart: $1,050 buys speed, a large enough magazine for a close entry, and a high reward when you punish an eco. It is excellent when a teammate can flash you through a choke and the defense is likely to lack armor. Its low price also limits the economic damage if the first player dies while creating space.
Do not carry the MAC-10 into a slow long-range duel against an M4. Close distance with cover and utility, clear corners rapidly, and make the defender solve a fast target. If you survive an anti-eco and the next opponent has rifles, upgrading a recovered AK is usually better than proving loyalty to the SMG.
MP7, MP5-SD, UMP-45, PP-Bizon, and P90
Valve’s January 21, 2026 Season Four update reduced the MP7 and MP5-SD price to $1,400 while improving their damage and reducing damage falloff. That makes both more credible general-purpose SMGs than old guides suggest. The MP7 feels direct and stable; the MP5-SD trades some presence for a quieter profile.
The UMP-45 is slower and has a smaller magazine, but it rewards controlled close-to-medium engagements. The PP-Bizon now costs $1,300 and offers a huge magazine for mowing through several unarmored targets; its poor performance into armor keeps it highly situational. The P90 is fast, forgiving, and capacious, but $2,350 approaches rifle-and-utility territory. It can solve a close-range plan, yet it should not teach a beginner that moving spray beats disciplined rifle fundamentals.
CS2 Pistols: Default, Upgrade, Force Buy, or High-Skill Bet?
| Weapon | Side | Menu price | Best range | Best use | Beginner verdict |
|---|---|---|---|---|---|
| Glock-18 | T | $200* | Close | Fast pistol-round pressure | Essential |
| USP-S | CT | $200* | Mid–long | Precise defensive taps | Essential |
| P2000 | CT | $200* | Mid | More forgiving starter capacity | Essential |
| Dual Berettas | Both | $300 | Close | Multi-enemy pistol-round hold | Useful |
| P250 | Both | $300 | Close–mid | Universal cheap upgrade | Essential |
| Tec-9 | T | $500 | Close | Mobile armored force buy | Useful |
| Five-SeveN | CT | $500 | Close–mid | Armored force-buy defense | Useful |
| CZ75-Auto | Both | $500 | Very close | Ambush and weapon recovery | Situational |
| R8 Revolver | Both | $600 | Mid | Pre-timed high-damage shot | Skip at first |
| Desert Eagle | Both | $700 | Mid–long | High-skill eco pick potential | Situational |
*The Glock-18 and your equipped CT starter have a $200 buy-menu value but are supplied free at spawn.
Starter pistols: the Glock favors movement, capacity, and close pressure; its burst mode is niche and rarely the default answer. The USP-S rewards deliberate taps and a quiet first contact, while the P2000 provides more ammunition and a conventional feel. Pick the CT starter whose capacity encourages your best habits.
Cheap upgrades: the P250 is the simplest recommendation in the entire pistol category. For $300, it improves your chance against armored opponents without automatically destroying the next rifle buy. Dual Berettas bring capacity and fast close fire, making them useful against a multi-player pistol rush, although they lose appeal when fights stretch out.
Force-buy pistols: the T-side Tec-9 combines mobility and close pressure, while the CT Five-SeveN is a strong defensive counterpart. Both are more credible against armor than a starter pistol. The CZ75-Auto can surprise one enemy at point-blank range and let you steal a rifle, but its limited ammunition, slow handling, and low kill reward demand a narrow ambush plan.
High-skill bets: the Desert Eagle is famous for precise high-impact shots, not for making every eco round winnable. Repeated $700 purchases can silently prevent a complete rifle buy. The R8 Revolver offers unusual power with a firing delay that must be anticipated. New players learn more transferable timing from the P250 or Deagle before making the R8 a loadout priority.
Shotguns and Machine Guns: Position Is the Stat That Matters
| Weapon | Side | Price | Best range | Best use | Beginner verdict |
|---|---|---|---|---|---|
| Nova | Both | $1,050 | Close | Cheap choke ambush | Situational |
| Sawed-Off | T | $1,100 | Very close | Close entry or post-plant trap | Situational |
| MAG-7 | CT | $1,300 | Close | Mobile close site hold | Useful |
| XM1014 | Both | $2,000 | Close | Repeat fire in confined spaces | Situational |
| Negev | Both | $1,700 | Close–mid | Suppression and sustained smoke spam | Situational |
| M249 | Both | $5,200 | Close–mid | Expensive sustained fire | Skip at first |
Shotguns are map-shape weapons. A Nova holding a doorway can repay its low price with one close kill and a large reward. The MAG-7 gives CTs a mobile close-range ambush, the Sawed-Off gives Terrorists a brutal but extremely short-range option, and the semi-automatic XM1014 can handle repeated targets in a confined site. Move the same guns to an open lane and their value collapses.
The Negev builds accuracy during sustained fire and can deny a doorway, spam a smoke, or create a deliberately unusual hold. It is a niche tactical object, not a replacement for learning rifles. The $5,200 M249 is difficult to justify over an AWP, rifle, armor, and utility in standard matchmaking. “Skip at first” is an editorial verdict, not a claim that no creative player can ever win with it.
The Zeus x27 is a short-range equipment weapon rather than a firearm in these tables. Knives, grenades, and the C4 are also outside this gun guide, although each can decide a round.
2026 Reloading: Ammunition Is Now a Resource You Can Waste
Reloading now discards the old magazine
Valve changed reloads in March 2026: a reload draws a fresh full magazine from your reserves, while the removed magazine—and any rounds still inside it—is lost. Most weapons received three reserve magazines, with exceptions. Firing two bullets and reflexively pressing reload is no longer just a timing risk; it can burn a large part of your total ammunition.
The official Guns, Guides, and Games update makes three habits especially important:
- Count the next fight, not the missing bullets. Twenty rounds can be safer than a reload animation when another enemy is close.
- Reload behind real cover. A smoke may be spammed and a teammate may not actually protect your angle.
- Manage small magazines and wall spam deliberately. M4A1-S users, AWP players, and anyone firing through smoke must know what remains in reserve.
You do not need to become afraid of reloading. You need to stop treating it as a cleanliness ritual after every kill.
What to Buy in Eco, Force, Anti-Eco, and Full-Buy Rounds
A gun becomes much more useful when it is paired with the right grenades and role. Our CS2 loadout and tactics guide turns individual purchases into entry, support, anchor, AWP, force-buy, and anti-eco builds.
For the complete money system behind these decisions, see our CS2 economy guide.
| Round type | Goal | Sensible weapons | Avoid |
|---|---|---|---|
| Full eco | Protect next round’s complete buy | Starter pistol; occasional planned P250 | Five unrelated impulse purchases |
| Half buy | Create upset chance while preserving a threshold | P250, Tec-9, Five-SeveN, cheap SMG, limited armor | Spending below the money promised for next round |
| Force buy | Take a coordinated risk now | Galil/FAMAS, MP9/MAC-10, strong pistols, armor, one-use utility | Five players solving five different plans |
| Anti-eco | Beat unarmored enemies without donating expensive guns | MAC-10, MP9, shotgun in a controlled position | Solo close peeks with an unsupported AWP |
| Full buy | Give all five players a complete round | AK/M4, armor, coordinated utility; one planned AWP | Buying the premium gun but omitting the rest of the plan |
A team buy is stronger than five individual bargains. If four teammates save and you buy alone, your weapon is likely to be isolated, recovered by the enemy, and missing from the round when everyone else finally has money. Ask “buy or save?” during freeze time and match the answer.
Recommended Beginner Loadouts
T-side learning loadout
- Starter: Glock-18.
- Pistols: P250, Tec-9, Desert Eagle, one preference slot.
- Mid-tier: MAC-10, UMP-45 or MP7, Nova or XM1014, plus situational preferences.
- Rifles: Galil AR, AK-47, AWP, and only the scoped or auto-sniper choices you genuinely plan to use.
The core learning path is Glock to P250/Tec-9, MAC-10 for favorable close rounds, Galil for incomplete money, and AK for full buys. Everything else should solve a specific map or role.
CT-side learning loadout
- Starter: USP-S for precision or P2000 for extra capacity.
- Pistols: P250, Five-SeveN, Desert Eagle, one preference slot.
- Mid-tier: MP9, UMP-45 or MP7, MAG-7, plus situational preferences.
- Rifles: FAMAS, M4A1-S, M4A4, AWP, and one scoped/specialist slot.
Equipping both M4s creates a real freeze-time decision. Pair a disciplined rifle with MP9 close-range practice and learn when a defuse kit or grenade matters more than upgrading one tier of weapon.
How to Learn a New Gun Efficiently
- Shoot a wall while stationary. Learn where the first ten bullets travel before trying to correct them.
- Compare standing and moving fire. The visual difference explains why stopping matters more clearly than a paragraph can.
- Practise three ranges. Tap long, burst medium, and commit only when a close spray is justified.
- Use ten focused minutes of Deathmatch. Keep one gun selected and judge crosshair placement, not leaderboard position.
- Play the gun in its intended round. Learn the MP9 at close CT positions and the AK in real rifle spacing; do not force every weapon into every lane.
- Review the purchase as well as the duel. Ask whether armor, utility, or saving would have improved the team’s chance before blaming recoil.
Ten Weapon Mistakes New CS2 Players Make
- Choosing the highest damage or price without considering range and economy.
- Buying while the other four teammates save.
- Purchasing an expensive rifle with no armor.
- Spending $700 on a Desert Eagle every eco and arriving poor to the full buy.
- Using an MP9 or MAC-10 in a stationary long-range duel against rifles.
- Running while firing an AK, M4, or AWP and blaming random spread.
- Reloading after one or two shots under the 2026 magazine rules.
- Buying an AWP without an escape route, support, or enough team money.
- Forgetting to configure the custom loadout before the match.
- Confusing a cosmetic skin’s Steam Market value with the gun’s in-match price.
CS2 Weapons FAQ
What is the best weapon in CS2?
There is no universal best gun. The AK-47 is the standard T-side full-buy rifle, while the M4A1-S and M4A4 fill that role for CTs. The AWP has exceptional pick potential but costs far more and requires a specialized plan. In anti-eco rounds, an MP9 or MAC-10 may be economically superior.
Should a beginner use the M4A1-S or M4A4?
Start with the M4A1-S if controlled bursts and quieter, lower-signature holds appeal to you. Choose the M4A4 if you frequently face several attackers and value the larger magazine. Both cost $2,900 in the current build, and both can be equipped in one CT loadout, so test them in the positions you actually play.
Why is the AK-47 better than the M4?
“Better” is too broad. The AK costs less and has more immediate headshot potential against a helmet at normal engagement distances, which makes it the T-side standard. The M4s are CT-exclusive defensive rifles with different recoil, rate-of-fire, sound, and magazine trade-offs. Side access and role matter as much as a direct stat comparison.
Is the AWP worth $4,750?
Yes when the team has enough money, the player has a favorable angle and support, and the weapon fits the round plan. No when the purchase removes armor and utility, fragments a team buy, or is likely to be lost in an unsupported close fight.
Which SMG is best for beginners?
Learn the MP9 on CT and MAC-10 on T because their low prices, mobility, and anti-eco roles are easy to understand. MP7 and MP5-SD became more attractive after Valve’s January 2026 balance update. The P90 is forgiving mechanically but expensive enough to teach poor economic habits if bought automatically.
Do weapon skins change damage or accuracy?
No. Skins are cosmetic. Wear rating, finish, rarity, stickers, and Steam Market price do not change competitive weapon behavior.
Do I lose the bullets left in a magazine when I reload?
Yes under the system Valve introduced in March 2026. The removed magazine and its remaining rounds are discarded, while a fresh full magazine is taken from reserve. Reserve-magazine counts vary by weapon.
Why can I not find a weapon in the buy menu?
Your custom loadout only exposes the weapons equipped for that side. Edit the loadout before queuing. Remember that some weapons are side-specific, including the AK-47, M4 variants, MP9, MAC-10, and the two auto-snipers.
Final Verdict: Buy the Round, Not the Gun
A complete CS2 weapons guide should make the buy menu feel smaller, not larger. Most beginners need only a starter pistol, P250, one side-specific force-buy pistol, MP9 or MAC-10, a budget rifle, AK or M4, and eventually the AWP. The rest of the arsenal becomes useful when you can name the exact distance, economy, and position it solves.
Master one core rifle per side. Stop before shooting. Preserve armor and utility. Use SMGs and shotguns where their range becomes an advantage. Give the AWP to a plan, not an ego. Above all, buy with the other four players. Counter-Strike rewards a modest weapon used by a coordinated team far more often than a premium gun carried into the wrong fight.
For the next step, revisit the CS2 beginner guide for economy and round fundamentals, or browse the CS2 column for upcoming guides to recoil, aim, maps, utility, and Premier.
Sources and Update Policy
- Valve: Guns, Guides, and Games — March 2026 magazine-based reload and reserve-ammunition changes.
- Valve: Season Four update — January 2026 MP7, MP5-SD, and PP-Bizon changes.
- Valve: July 16, 2025 release notes — MP9 jumping-accuracy adjustment.
- Valve: New Loadout and Buy Menu — slot counts, both M4s, teammate equipment, and same-round refunds.
- Valve: January 28, 2025 release notes — M4A4 and FAMAS price changes.
- Official Counter-Strike 2 update archive — ongoing live balance history.
- SteamTracking: shipped CS2 weapon configuration — an independent public mirror of Valve’s shipped game data used to cross-check current prices and weapon configuration.
Editorial method: we prioritize Valve release notes for rule and balance changes, then cross-check the current public game data and buy-menu values. When a future patch changes a price or mechanic, this page will update the “last checked” line rather than silently presenting an old table as current.
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