Counter-Strike: Global Offensive

Counter-Strike: Global Offensive

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What is Tagging and how does it work?
By CS:GO Official
This guide explains the system that is commonly referred to as "tagging".
 
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Explanation
The term "tagging", is used to explain what happens to player when their movement is "slowed down" when they are shot or take damage.

When a player is shot and "tagged", their movement speed is reduced and their max acceleration and movement speed is capped by an amount determined by a bunch of factors.
How does it work?
For a player to be tagged, they need to take damage. The most common way to take damage is when one player shoots another player. For the explanation below, we will call the player shooting the "Attacker" and the player being shot, the "Target".

The amount of tagging that the Target receives is defined by the Attacker's currently held weapon in combination with how many times in quick succession the Target was shot. The more powerful a weapon is, the more tagging it will do to its target. Additionally, if the Target is hit multiple times in quick succession, they will be tagged more.

The Target also has a minor amount of control over how much they are tagged. When the Target is tagged, the tagging amount is modified slightly and "capped" by the "Mobility" value of weapon that they are currently holding.



Here are some examples of how much the Target's movement is modified by being shot with different weapons. If a player is running at 100% (top speed) and they are shot, we display what their new (temporary) movement speed percent would be as "New Speed". This number is a percentage of their held weapons "Mobility" value.

Powerful weapons tag more.
Attacker's Weapon
# Hits
Target's Held Weapon
New Speed

Glock
>

M4A4
40.6%

Bizon
>

M4A4
38.4%

AK47
>

M4A4
31.9%

AWP
>

M4A4
28.3%

The weapon you're holding matters.
Attacker's Weapon
# Hits
Target's Held Weapon
New Speed

AK47
>

Glock
36.0%

AK47
>

M4A4
31.9%

AK47
>

AK47
29.2%

AK47
>

AWP
25.1%

Hitting a Target multiple times in quick succession will slow them down more.
Attacker's Weapon
# Hits
Target's Held Weapon
Hit #1
Hit #2
Hit #3
Hit #4

Bizon
>>>>

Knife
46.6%
35.0%
31.4%
30.4%

Bizon
>>>>

M4A4
38.4%
28.9%
25.9%
25.0%

Bizon
>>>>

AWP
30.3%
22.8%
20.4%
20.0%
Decay
When you are tagged, the slowdown penalty does not last forever and decays rapidly. The decay will only happen when your feet are on the ground and you aren't currently being shot.

If you've been tagged and your New Speed is at 20%, you will make a full movement recovery in about 2 seconds. If you're tagged and your movement has been reduced to 40%, it'll take about a second and a half to recover fully.
Practical Examples
In the below example, we have a CT peeking around a corner to see if he can see anyone approaching.




In example A, he moves back around the corner without being shot. This will take approximately 0.75 seconds to travel this distance.




In example B, he spots an enemy and the enemy hits him once with an AK47 before he is able to move back. Our CT is carrying an M4 so it would roughly take him twice as long to travel the same distance (because his speed recovers as he moves). Or in the same time, he would travel approximately half the distance.

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814 Comments
NAPZ Sep 25, 2017 @ 8:27am 
It's annoying and should be reduced just like the aim punch
Volian3 Aug 23, 2017 @ 11:05pm 
X
mickey b Aug 5, 2017 @ 9:40am 
9th of gazorpazorps
Kualdir Aug 3, 2017 @ 12:21pm 
8th of 1337
Nevuvio Aug 3, 2017 @ 2:19am 
7th of 2017
ᵂᴬᴸᴸᴱᴿ ❤ Aug 2, 2017 @ 10:49pm 
6th of 2017
Geerbit Aug 2, 2017 @ 7:56pm 
5th of 2017
17 Aug 2, 2017 @ 3:47am 
4th of 2017
Sikobae Jan 24, 2017 @ 7:23pm 
You should also add that tagging makes you teleport backwards a couple inches, completely throwing off your aim.
Mahke 2.0 Jan 15, 2017 @ 3:07pm 
2nd of 2017