5856.tw

CS2 Damage Calculator

Calculate weapon damage in Counter-Strike 2 based on armor type, hit location, distance, and wall penetration. Understand exactly how many shots you need to secure a kill and optimize your weapon choices for competitive play.

🔫

Combat Settings

Point Blank (0m) Long Range (50m)
📊

Damage Results

111
Damage Per Hit
1
Shots to Kill
0
Armor Damage
36
Base Damage
77.5%
Armor Penetration
ONE-SHOT KILL
Damage Calculation Breakdown
Base Weapon Damage 36
Hit Location Multiplier ×4.0 (Head)
Distance Falloff ×0.98
Armor Reduction -33
Final Damage 111

Understanding CS2 Damage Mechanics

Counter-Strike 2's damage system is based on several interconnected factors that competitive players must understand to optimize their gameplay. According to the Counter-Strike Wiki, damage calculation follows a predictable formula that accounts for base weapon damage, hit location multipliers, armor penetration values, and distance falloff.

How Damage is Calculated

Final Damage = Base Damage × Hit Location Multiplier × Distance Modifier × (1 - Armor Reduction) × Wall Penetration Modifier

Hit Location Multipliers

Where your shot lands dramatically affects damage output. The hit location system in CS2, as documented by Valve Developer Community, uses these standard multipliers:

Hit Location Multiplier Protected by Helmet Notes
Head 4.0x Yes One-shot kill potential with many weapons
Chest / Arms 1.0x Yes (Kevlar) Standard body shots; reduced by armor
Stomach 1.25x Yes (Kevlar) Slightly higher damage than chest
Legs 0.75x No Lower damage but bypasses armor

Armor Penetration Explained

Each weapon has an armor penetration value that determines how much damage bypasses kevlar protection. High armor penetration weapons like the AK-47 (77.5%) deal significantly more damage to armored opponents than low penetration weapons like the Glock-18 (47%). Understanding this mechanic is crucial for competitive CS2 play and eco round decisions.

According to research from HLTV.org, professional players prioritize weapon choices based on armor penetration when facing full-buy opponents, which is why rifles remain the meta choice despite SMG mobility advantages.

Distance Falloff

CS2 implements realistic damage falloff based on distance. Most weapons lose damage over range, with the rate varying by weapon type:

  • Rifles: Minimal falloff (~1-2% per 10 meters)
  • SMGs: Moderate falloff (~3-5% per 10 meters)
  • Pistols: Variable; Desert Eagle has minimal falloff
  • Shotguns: Severe falloff; ineffective beyond ~10-15 meters
  • Snipers: No falloff; AWP deals consistent damage at all ranges

Wall Penetration (Wallbangs)

Weapons in CS2 can penetrate certain materials, but damage is reduced based on the material type and weapon's penetration power. This mechanic is essential for map knowledge and lineup strategies. Common wallbang spots on maps like Dust2 and Mirage can secure kills through smokes and cover.

Practice Mode Tip

Use the console command "sv_showimpacts 1" to visualize where your shots land and "weapon_debug_spread_show 1" to see accuracy data. This helps understand the relationship between accuracy and damage consistency.

Weapon Damage Reference Tables

Here are base damage values for common weapons in CS2. These values represent point-blank, unarmored chest shots and are used as the foundation for all damage calculations.

Rifles

Weapon Base Damage Armor Pen Fire Rate Cost
AK-47 36 77.5% 600 RPM $2700
M4A4 33 70% 666 RPM $3100
M4A1-S 38 70% 600 RPM $2900
Galil AR 30 77.5% 666 RPM $1800
FAMAS 30 70% 666 RPM $2050
SG 553 30 100% 666 RPM $3000
AUG 28 90% 666 RPM $3300

SMGs

Weapon Base Damage Armor Pen Fire Rate Cost
MP9 26 60% 857 RPM $1250
MAC-10 29 57.5% 800 RPM $1050
MP7 29 62.5% 750 RPM $1500
UMP-45 35 65% 666 RPM $1200
P90 26 69% 857 RPM $2350

Practical Applications for Competitive Play

Understanding damage calculations helps with several key decisions in competitive matches:

Economy Management

Knowing that the UMP-45 can three-shot kill armored opponents while costing only $1200 makes it a viable force-buy option. The economic strategy in CS2 relies heavily on understanding these damage breakpoints.

Weapon Selection by Situation

For close-range maps or sites, SMGs become more viable because distance falloff is minimal. On long-range positions, rifles are essential due to their maintained damage output. Our map pool guide covers optimal weapon choices per map.

Aiming Priority

Against unarmored opponents, body spray is efficient. Against armored opponents, headshots become significantly more important—especially with the M4 variants that don't one-tap armored heads. Professional players featured on Liquipedia demonstrate varying playstyles based on these damage mechanics.

Related Tools & Resources

Optimize your CS2 gameplay with our other interactive tools:

For more CS2 competitive content, visit our Counter-Strike Hub for tournament coverage, patch analysis, and pro scene news.