Path Panel DDoS Protection Management Panel User Guide
Complete REXE Path Panel user guide: Dashboard, My IPs, TR protection status, rule management, attack history, abuse filtered, password change and API access.
DDoS protection for game servers: attack types, filtering capacity, Path.net game filters and protection configuration for FiveM/Minecraft/CS2.
Game servers are among the most frequently targeted infrastructure by DDoS attacks. Attacks carried out by rival players, malicious individuals, or organized groups can make your server inaccessible for hours. This guide explains how to protect your game server against DDoS attacks.
Game servers are a favorite target for attacks for several reasons:
Game Server DDoS Statistics:
- Gaming sector receives ~35% of all DDoS attacks
- Average attack duration: 30-60 minutes
- Most targeted games: FiveM, Minecraft, CS2, Rust
- Attack launch cost: $5-50 (dark web)
The most common game server attack. Exhausts the server's bandwidth by sending large amounts of UDP packets.
UDP Flood Characteristics:
- Protocol: UDP (connectionless)
- Target: Bandwidth exhaustion
- Size: Usually 1-100 Gbps
- Detection: Abnormal UDP traffic increase
- Effect: Server inaccessible, high ping
Exploits the TCP connection establishment process. Fills the server's connection table with half-open connections.
SYN Flood Characteristics:
- Protocol: TCP SYN packet
- Target: Connection table overflow
- Size: Usually low bandwidth, high packet count
- Detection: Many SYN_RECV states
- Effect: New connections cannot be established
Game protocol-specific attacks. Sends requests that look like legitimate game packets but overload the server.
Layer 7 Attack Examples:
- FiveM: Fake player connection requests
- Minecraft: Ping flood, login spam
- CS2: Fake matchmaking requests
Amplifies attack traffic using protocols like DNS, NTP, or SSDP.
Amplification Factors:
DNS Amplification: ~50x amplification
NTP Amplification: ~556x amplification
SSDP Amplification: ~30x amplification
How many Gbps of attacks can it absorb? This is the most basic criterion.
Filtering Capacity Guide:
< 10 Gbps: Against small attacks
10-100 Gbps: Against medium-scale attacks
100+ Gbps: Against large attacks
1+ Tbps: Enterprise-level protection
Path.net offers Tbps-capacity filtering infrastructure.
How much does ping increase when DDoS protection is active? Some protection systems increase latency even without an attack.
Acceptable Latency Increase:
For game servers: < 5 ms additional latency
For web applications: < 20 ms additional latency
Path.net latency impact: < 1-2 ms
Does protection activate automatically when an attack is detected? Systems requiring manual intervention can take a long time after an attack starts.
General DDoS protection may not be able to distinguish game traffic from legitimate attack traffic. Game protocol-specific filters are essential.
Path.net offers filters specifically developed for game servers:
FiveM Protocol Filters:
- UDP port 30120 (default FiveM port)
- FiveM handshake verification
- Fake connection request detection
- Player count anomaly detection
- Source IP verification
Minecraft Protocol Filters:
- TCP port 25565 (default Minecraft port)
- Minecraft handshake verification
- Login spam protection
- Ping flood protection
- Botnet connection detection
CS2/Source Engine Filters:
- UDP port 27015 (default CS2 port)
- Source Engine protocol verification
- A2S query flood protection
- Fake player connection detection
REXE customers manage protection rules through the REXE Path Panel, not through Path.net's own panel. You reach it at x.rexe.tr or through the Rule Management product in your customer panel. Configuration on the Path.net side is handled by REXE; customers are not given Path.net panel access.
Path Panel Steps:
1. Sign in to the panel at x.rexe.tr
2. Open "My IPs" and click your server IP
3. Click "New Rule"
4. Enter protocol (TCP/UDP) and destination port
5. Select the filter matching your game (FiveM, Minecraft Java, L4D2/CS:GO...)
6. Create the rule; propagation takes 2-5 minutes
7. If you need ping, enable the "Ping On/Off" switch on the rule page
Default Block activates the moment you create your first rule, closing every port you have not allowed. Always include your management port (SSH 22 or RDP 3389) in the first rule set; otherwise you lose access to the server once the rule propagates.
For every panel section, see our Path Panel usage guide.
Servers in the REXE data center connect directly to the Path.net infrastructure over an L2 circuit. Protection is applied at IP level; you do not need to set up a GRE tunnel or any similar encapsulation on your server.
Setting up a GRE tunnel on a server rented from REXE, proxying traffic through it, or extending REXE DDoS protection to systems outside REXE is prohibited. Remote protection is provided only by REXE: if you want to protect a server at an external location, the REXE team sets up the required configuration through the Path panel. See our GRE tunneling guide for details.
Emergency Response Steps:
1. Detect the attack
- Abnormal traffic increase
- Player disconnections
- High ping values
2. Identify attack type
tcpdump -i eth0 -n | head -100
netstat -s | grep -i flood
3. Notify REXE support team
- Attack start time
- Attack type (UDP/TCP/Layer7)
- Affected port/protocol
4. Temporary measures
# Null route attack source
ip route add blackhole ATTACK_IP/32
# Apply rate limiting
iptables -A INPUT -p udp --dport 30120 \
-m limit --limit 1000/s -j ACCEPT
iptables -A INPUT -p udp --dport 30120 -j DROP
5. Add/update the filter rule in Path Panel (x.rexe.tr)
REXE offers game server-specific DDoS protection through the Path.net infrastructure:
When you rent a game server from REXE, Path.net DDoS protection is included by default. Contact the REXE support team for additional configuration.
When choosing a DDoS protected game server, reading capacity figures correctly, knowing which traffic direction is covered and having access to attack reports are decisive. If you are looking for a Path.net protected infrastructure located in Turkey, review plan specifications on the DDoS protected VDS plans page.
Compare filtering capacity (Gbps), packet processing rate (Mpps), whether protection is always-on or threshold-based, the covered traffic direction (domestic/international), supported game protocol filters and how attack reports are accessed.
No. Gbps measures bandwidth while Mpps measures packets processed per second. An attack using small packets can produce low Gbps yet still strain infrastructure with high Mpps. The two are not interchangeable.
No. 12 Tbps is the published total capacity of the Path.net global network, not capacity dedicated to a single server or customer. The 200 Gbps figure on the REXE side refers to local appliance connection capacity in Turkey.
No. DDoS protection filters attack traffic; latency depends on distance, network path and access provider. When local filtering cleans traffic without sending it to the global scrubbing network there is no added path length, but protection alone does not reduce ping.
L3/L4 protection filters volumetric attacks at the network and transport layers (such as SYN flood or UDP amplification). L7 protection targets attacks aimed at application layer requests and is provided at network level in the REXE infrastructure.
It is possible in theory, but no false positives have occurred in the REXE infrastructure to date. The likelihood is low; should it happen, the standard resolution time averages 2-3 business days. Filter and rule management is done through REXE's own panel.
Complete REXE Path Panel user guide: Dashboard, My IPs, TR protection status, rule management, attack history, abuse filtered, password change and API access.
Path.net DDoS protection game filters guide: Arma/DayZ, Source Engine, CS:GO, CS2, FiveM, Minecraft, Rust and more — how to apply each filter.
Path.net DDoS protection application filters guide: OpenVPN, Wireguard, DTLS, RTP, QUIC, SIP, TCP Symmetric and more — how to choose the right filter.