What is MR12 in CS2? MR15 vs MR12 Compared

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In CS2, Valve decided to change the game. Again. And not just metaphorically but literally. Counter-Strike 2 matches will have the MR12 system. Such rules change caused heated discussions and mostly negative reactions in the game community. CS.MONEY Blog explains what MR12 is, compares MR15 vs MR12, and tries to suggest how the new CS2 rounds system will affect matches, including esports.

What is MR12 in CS2 + MR15 vs MR12 Compared analysis

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What is MR12? It means Max Round 12.

MR12 is short for Max Round 12, basically underlining the maximum number of rounds before switching sides. Counter-Strike: Global Offensive used MR15: 15 rounds per side, 30 rounds tops. And this format existed before CS:GO. In previous CS games, MR15 was considered a golden rule for matches.

Things changed in CS2. Now each match involves 12 rounds per side and a total of 24 rounds. If you’re drawing, as before, you’ll get extra time and rounds: three rounds for each side.

What’s better? MR15 vs MR12

So, Valve has reduced the number of possible rounds by 20%. And instantly, people started whining and cursing the update everywhere: on the CS:GO subreddit, in YouTube comments, and even on our socials like Twitter or Instagram. People used obvious arguments: CS has an un-adjusted economy for MR12, pistol rounds will become even more crucial, we’ll have fewer comebacks, and so on.

But let’s dig a little deeper and analyze everything related to MR12 and MR15. Twenty years ago, people played CS 1.6 with MR12 and enjoyed it. Later, it was replaced by MR15. Valve did it not because MR15 is better but for a number of reasons: CS 1.6 had a different economy and wasn’t rewarding for defeats.

First, CS 1.6 Economy and Pistol Rounds. So, because of CS 1.6’s economy, pistol rounds had a powerful influence. And in the times of MR12, people started saying, “One pistol round counts as three.” After all, taking a pistol round then almost gave you two more free rounds against ecos with a very high probability.

Second, No Loss Rewards. This thing existed for years before Valve made it work well in CS:GO. Imagine this: one team has lost five rounds in a row to another. Finally, the losing side manages to reverse the series and it’s 1:5. Next round, they lose again… and get 1400 dollars, a standard defeat reward. Then, they retake an eco and then fail. They have no money, all their efforts are unrewarding. Not cool.

Now, in CS:GO and CS2, the economy works differently: the cumulative loss bonus won’t vanish all at once, becoming smaller with each round won. As a result, it’s pretty rare when losers have no money after some back-to-back lost rounds. Another critical factor is that teams start with an increased bonus. Therefore, a lost pistol round makes it possible to buy armour, pistols and grenades, or even go for an SMG—which gives you big chances.

MR12 in CS2: Good or Bad?

Neither MR12 nor MR15 are good or bad, to be honest. They’re just different. At one time, MR15 took over to solve problems. Now, it’s the same story with MR12 replacing the older system. CS:GO’s meta has long been settled: teams have found the optimal way to play, mainly by reducing risks and spamming weapon-saving rounds. As a result, sometimes four Ts decide to save instead of trying to enter bombsites against three CTs. Simply because it is more profitable to keep the weapon, while you have enough spare rounds to make such decisions. It’s profitable. But it’s not fun.

Another argument for switching to MR12 is comebacks. More precisely, their rarity. If you look at most matches from the last Majors, you can distinguish the pattern: in the vast majority of cases, the team that takes the thirteenth round first also takes the sixteenth. In other words, most matches are over 10-15 minutes before their end.

As a result, MR12 looks like a silver bullet that could kill all the flaws and boring stuff in CS at the cost of rare comebacks. So what’s the problem?

Changes (even potentially positive) are hard.

Don’t resist the change because of the change itself. MR15 is a familiar format with a relatively large window for errors. Now, teams in matchmaking and Major tournaments can lose a round or two due to unfortunate situations or trying to save some guns or an AWP.

With the transition to MR12 in CS2, the window for errors will be noticeably smaller. Obviously, the players will need time to adapt. But even with the current economy and balance, MR12 doesn’t look like a mistake from Valve. So, could it be a genius change? Time will tell. But what really pulls on a brilliant change is a new lighting system. Skins in CS2 look breathtaking! So rush here to learn all the differences in skins and their prices before styling up your inventory!

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