In order to make things more fair, as well as reduce unnecessary bandwidth, I added an optional server side packet rate cap: sv_maxfps. Unfortunately the only way to cap the packet rate in q2 is to cap the framerate (cl_maxfps). With the standalone, framerate and packet rate are more independent, so you can still have a high framerate for smoother movement, but it won't send as many packets (packet rate capped by cl_cmdrate).