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Damage-tag delay and server setting

The August 14, 2024 CS2 update slightly delayed tagging effects after damage. Valve described the intended result as reducing cases of apparent teleportation and producing smoother movement. The trade-off is that a damaged player can move at full speed for slightly more time before the tagging response takes effect. The update concerns response timing rather than the damage amount of the attack.

Servers can adjust this delay with `sv_predictable_damage_tag_ticks`; the update listed a default of 2. The note does not give a real-time duration for each tick or require every community server to use the default. This setting belongs to damage tagging and should not be confused with weapon damage falloff or the accuracy penalty associated with movement.

This is a version-dated mechanics record. It describes the change in the August 14 update and does not guarantee identical settings across all servers. See Movement Inaccuracy and Counter-Strafing for the separate relationship between movement and firing accuracy.

Predictable damage-tag delay (August 14, 2024)

The August 14, 2024 CS2 update slightly delayed tagging effects to reduce cases where players appeared to teleport when taking damage. Valve described the trade-off: movement feels smoother, but a player may retain full movement speed for slightly longer after being hit. This is a timing adjustment to the damage response, not a change to the damage amount or weapon accuracy.

Servers can adjust the delay with `sv_predictable_damage_tag_ticks`; the update lists a default of 2. The note does not define a universal server configuration or promise identical behavior on every community server. This setting belongs to the damage-tag response and should be distinguished from weapon damage falloff and movement-inaccuracy rules.

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