G3SG1 in CS2: damage, accuracy, recoil and skins — CS2Collections.net
WEAPON DOSSIER · CS2 · Semi-automatic sniper rifle

Everything about G3SG1 in CS2

G3SG1: damage, accuracy, recoil and skins in CS2.

Fusils In-game price $5,000 20 / 40 rounds
Explore skins 30
G3SG1 G3SG1 CS2 / G3SG1
Damage 80 Body
Armor penetration 82.5% Body · armor: 66
Rounds / min 240 Recoil magnitude: 30
Magazine 20 40 rounds

G3SG1 round profile

Effective range Long sightline
Firing rhythm Repeated single shots
Defining trait

Semi-automatic fire repeats powerful long-range shots quickly, while the price and slow movement demand a protected position.

01 / DAMAGE

Damage by distance

Move the slider to inspect calculated damage per hit. Values are rounded; actual damage also depends on hit zone and armor.

015003000
about 13 m
Head 313,6
Head · helmet 258,7
Body 78,4
Body · armor 64,7
A headshot beats a helmet at this distance
02 / CONTROL

Accuracy and spread

Comparez les limites du premier tir selon les paramètres du jeu. La posture modifie l’imprécision et la distance modifie le diamètre.

Recoil magnitude30
Base spread0.00030
G3SG1 spread pattern · StandingLimite du premier tir : imprécision 0.0258, dispersion de base 0.0003.
Standing Diamètre jusqu’à 66,3 cm à 12,7 m Limite du premier tir dans le mode principal de l’arme
03 / FIELD NOTES

How to play it

Choose a range that suits the damage profile and stop before precision shots.

04 / HANDLING

Handling

Move speed
215 u/s
Reserve ammo
40
Reload fire lockout
4,7 s
Values checked against CS2 weapon data · snapshot 2026-09-23 Source ↗

Reading the numbers

Why does damage change with distance?

The game applies a range modifier for every 500 game units. The slider models that modifier; it is not a guarantee for every encounter.

Is this a bullet spray pattern?

Comparez les limites du premier tir selon les paramètres du jeu. La posture modifie l’imprécision et la distance modifie le diamètre. Coordonnées de séries enregistrées par OP.GG : recul de la caméra sans compensation à la souris. La dispersion aléatoire des balles est exclue.