Counter-Strike: Global Offensive

Counter-Strike: Global Offensive

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How does bullet penetration work?
By CS:GO Official
Learn how CS:GO handles world bullet penetration (or "wallbanging").
The Basics
Bullet Penetration (or "wallbanging") in CS:GO is when a bullet hits a wall or surface of an object, passes through that object, exits the other side and continues traveling.

Not all guns shoot projectiles that can penetrate and not all surfaces can be penetrated. If a bullet successfully penetrates, it will lose some of its power and do less damage after it exits the wall or object on the other side.

How much damage is lost and how far a bullet can penetrate all depend on the weapon, the distance traveled through the object and the materials of the surfaces penetrated. The further the bullet penetrates through the object the more power it will lose, and once a bullet has lost all of its power it will fail to penetrate and stop traveling.
Penetration Power
Each weapon has a different Penetration Power value which ranges from 0 to 300. A value of 0 means that that weapon will never penetrate any objects, while a value of 300 means it will penetrate harder surfaces for greater distances. The total number of surfaces any bullet can penetrate in a single flight is capped at 4.

The Penetration Power value for each weapon can be viewed in the in-game buy menu.
Surfaces and Materials
The surfaces of the objects you shoot and the materials they are made up of have a lot to do with how easy (or hard) it is to penetrate the object. Below is a short list of common materials and how easy they are to penetrate.

Material Ease of Penetration
Glass Very Easy
Cardboard Very Easy
Metal Grate Easy
Wood Easy
Plaster Average
Tile Average
Metal Hard
Concrete Hard
Brick Hard
Solid Metal Very Hard

To see the raw numbers for all materials and their penetration value, see the file named
The entry you want to look for is "penetrationmodifier".
Remember that bullet penetration is related to a weapon's Penetration Power, the surface material the bullet passes through, and how far the bullet must travel to exit the object. When an object has a different entrance and exit surface material, the damage lost is calculated using the average resistance of the two.

Here is an example of how these three factors combine to determine whether a bullet penetrates a material (and how much power it loses in the process).

On the left is a weapon with Penetration Power 200, and on the right, a weapon with Penetration Power 100. In both cases, we start with a bullet that would have caused 50 damage.

The bullet loses some damage immediately upon making contact with the surface (the bullet with a lower Penetration Power loses more), and continues to lose damage as it travels through the material. When a bullet loses all of its damage, it fails to penetrate the material.

To test bullet penetration for yourself, open the console while playing on a private server (or offline with bots), and enter the following command: sv_showimpacts_penetration 1

When a bullet penetrates a surface, you will see a report including information about the type of surface penetrated, the distance the bullet traveled through the material, and the damage lost in the process.

You can increase the amount of time this information stays on the screen by changing sv_showimpacts_time
Can all weapons penetrate?
All weapons with a Penetration Power greater than 0 have the capability of penetrating objects, and even weapons with low Penetration Power can travel short distances through objects (e.g., through the corners of boxes).

Why can I shoot through a box from one angle, but not another?
From certain angles a bullet needs to travel a longer distance to exit an object (e.g. from one side of a box to the far side of the box), and the longer it travels the more power it loses. If a bullet does not penetrate an object, it has lost all of its power mid-flight. Even if a bullet can penetrate an object from multiple angles, the resulting damage will impacted by how far it has traveled.

These two surfaces look similar, but I can shoot through one and not the other. What's happening?
Sometimes surface materials have a similar look, but are in fact different (e.g., plaster vs. concrete). To find out what surface material you are shooting, use the console command "sv_showimpacts_penetration 1" while on a private server or offline with bots.
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RoboTechnal Mar 3 @ 2:25pm 
I haven't looked through this at all, but I cam here to find out how to disable this. It was so annoying. At first I thought it was cool... then i hated it. Thanks!
croutoN Mar 1 @ 6:30am 
new train confirmed!
Yer' Sheriff Doggo Jan 8 @ 4:13am 
Faul info.
Mixa Nov 15, 2016 @ 12:15pm 
@Meerkat That is very incorrect, armor pen has nothing to do with material pen. Even tho weapons like tec9 and 5-7 have high base damage and great armor penetration, they wallbang rather poorly.
I don't know wtf I'm doing lol Oct 15, 2016 @ 5:03pm 
This is some useful info!
Meerkat Jul 28, 2016 @ 6:48am 
autos, AWPs, and SG 553 have greatest armor penetration (armor penetration is the same as wallbang potential)
Citysurvivor Jul 27, 2016 @ 8:34am 
Autos offer the best compromise between damage and spamminess for wallbanging, awp has slooowwww fire rate, only good for precision shots.
Heavenly Superperson Jul 16, 2016 @ 8:03am 
10000100110101011011011011011001 Jul 9, 2016 @ 10:45am 
Best weapon to wallbang is??
假阳具 CSGO500 Jun 13, 2016 @ 7:34pm 
If you want to get a free 2$ on csgo500(com) use my code SNKPGG. I've got big ref level. GL!
Sorry For the Spam, but we have to survive somehow.