Wallbangs and Bullet Penetration
Which CS2 guns shoot through walls, which surfaces they beat, and the specific spots on the active duty maps where a wallbang is worth the ammunition.
Every surface in CS2 has a thickness and a material, and every gun has a penetration value that decides how much of that surface it can beat. When the gun wins, the bullet comes out the other side carrying a fraction of its original damage. That is a wallbang, and unlike most mechanics in this game it is almost entirely knowledge rather than skill — the shot is stationary, unhurried, and against someone who does not know you are aiming at them.
What Decides Whether a Bullet Gets Through
Three things, in order of how much they matter:
The material. Wood, plasterboard, thin sheet metal and most doors barely slow a rifle round. Concrete and stone eat most of it. Some surfaces in the game are flagged as fully solid and stop every bullet regardless of weapon — the invisible clip brushes around map geometry behave this way too, which is why a wall that looks penetrable sometimes is not.
The gun. Penetration is a per-weapon attribute, and the spread is enormous. The AWP and the Desert Eagle are the two wallbang weapons in practice: both retain enough damage through a common wall to kill or nearly kill. The SG 553 and AUG are the best of the rifles. The AK-47 and M4s do a real job on thin surfaces. SMGs and most pistols are close to useless for it, which is why nobody wallbangs with a P90.
The distance and the number of surfaces. Damage drops with range as normal, and again on every surface crossed. Two walls stacked back to back will usually take a rifle round below the point where the shot is worth taking.
Where This Actually Pays Off on the Active Duty Maps
Wallbangs are worth learning as a small set of specific, repeatable spots, not as a general habit:
- Mirage. The wooden ticket booth and the boxes in A site are thin enough that a rifle punishes anyone hiding behind them. Palace and the connector doors are both shootable.
- Dust2. The doors at Long A and the plywood on B are classic. The stack of crates on A site hides players who assume the box is cover; it is not.
- Inferno. Pit wall, the boxes in banana, and the wooden fence on the B apartments side. Anyone playing default in Pit is playing behind a surface an AK beats.
- Nuke. The floor between Heaven and the A site, and the vents. Nuke rewards wallbangs more than any other map in the pool because so much of it is stacked vertically.
- Overpass. The pillars in A site and the toilet walls. Both are thinner than they look.
The pattern is worth naming: the good wallbang spots are the spots where a defender habitually stands still because they believe they are covered.
Three Ways to Use It
Pre-fire the habit, not the player. If an anchor holds the same corner every round, a few rounds of damage through the wall before you peek changes a coin-flip duel into one you win at 40 HP against 20.
Deny the defuse. When you are dead or out of position and the bomb is being defused behind a box, shooting through it is often the only play left. Ten seconds is long enough to land several rounds. Bomb and defuse timings are covered in bomb plant fundamentals.
Soften, then swing. Damage through a wall, then take the angle immediately. The enemy is now on low HP and, more usefully, has been told a fight is coming from somewhere they cannot see — which frequently makes them reposition into your crosshair. Combine it with what you already know about pre-firing versus pre-aiming.
What It Costs You
A wallbang is not free. You burn ammunition you may want for the following fight, and every shot broadcasts your position and your rough distance to anyone listening — see sound cues and audio. Spraying hopefully through a wall on the off-chance is a habit that loses more rounds than it wins.
Use it where you have a real reason to believe someone is there: an early contact, a sound, a teammate's call, or a spot the same player has held four rounds running.
Learning the Spots Without Guessing
Load a map in a private server and turn on sv_showimpacts 1. Every shot then draws its impact point, so you can see immediately whether a round came out the far side of a wall and where it landed. Walk a map with a Deagle and an AK and spend fifteen minutes shooting at every surface you have ever hidden behind.
You will find two things: several walls you assumed were safe are not, and several you assumed were shootable are solid. Both are worth knowing before the round is on the line.
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