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Choosing a DDoS-Protected Game Server

DDoS protection for game servers: attack types, filtering capacity, Path.net game filters and protection configuration for FiveM/Minecraft/CS2.

Read time: 10 min DDoS Protection & Security
ddos protectiongame serverfivemminecraftcs2path.netsecurity
Author
REXE Teknoloji Network & Security Team
Editor
REXE Teknoloji Technical Editorial
First published
Last updated

Choosing a DDoS-Protected Game Server

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.

Why Are Game Servers DDoS Targets?

Game servers are a favorite target for attacks for several reasons:

  • Competition: Rival server owners or players
  • Personal grudges: In-game disputes
  • Ransom: "Pay to stop the attack" extortion
  • Entertainment: Some attackers just want to cause harm
  • Low cost: Launching a DDoS attack is now very cheap
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)

Types of DDoS Attacks

1. UDP Flood

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

2. SYN Flood

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

3. Application Layer Attacks (Layer 7)

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

4. Amplification Attacks

Amplifies attack traffic using protocols like DNS, NTP, or SSDP.

Amplification Factors:
DNS Amplification:  ~50x amplification
NTP Amplification:  ~556x amplification
SSDP Amplification: ~30x amplification

What to Look for in DDoS Protection

1. Filtering Capacity

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.

2. Latency Impact

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

3. Automatic Triggering

Does protection activate automatically when an attack is detected? Systems requiring manual intervention can take a long time after an attack starts.

4. Game Protocol Filters

General DDoS protection may not be able to distinguish game traffic from legitimate attack traffic. Game protocol-specific filters are essential.

Path.net Game Filters

Path.net offers filters specifically developed for game servers:

FiveM Filters

FiveM Protocol Filters:
- UDP port 30120 (default FiveM port)
- FiveM handshake verification
- Fake connection request detection
- Player count anomaly detection
- Source IP verification

Minecraft Filters

Minecraft Protocol Filters:
- TCP port 25565 (default Minecraft port)
- Minecraft handshake verification
- Login spam protection
- Ping flood protection
- Botnet connection detection

CS2 Filters

CS2/Source Engine Filters:
- UDP port 27015 (default CS2 port)
- Source Engine protocol verification
- A2S query flood protection
- Fake player connection detection

Protection Configuration: REXE Path Panel

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.

No Tunnel Configuration on the Server

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.

What to Do Under Attack

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's Game Server DDoS Protection

REXE offers game server-specific DDoS protection through the Path.net infrastructure:

  • Tbps-capacity filtering: Against large-scale attacks
  • Game protocol filters: FiveM, Minecraft, CS2, Rust and more
  • Low latency: < 2 ms additional latency when protection is active
  • Automatic triggering: Activates instantly when attack is detected
  • 24/7 monitoring: NOC team continuously monitors
  • Support: Immediate support during attacks

When you rent a game server from REXE, Path.net DDoS protection is included by default. Contact the REXE support team for additional configuration.

Conclusion

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.

Frequently Asked Questions

Which values should be compared when choosing a DDoS protected game server?

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.

Are 200 Gbps and Mpps the same performance measure?

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.

Does Path.net's 12 Tbps capacity belong to a single game server?

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.

Does DDoS protection eliminate game latency entirely?

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.

What is the difference between L3/L4 and L7 DDoS protection?

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.

Can DDoS protection block legitimate players?

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.

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