well youre talking to mr unreal tweak now

Honestly to say, every hardware and network connection is almost individual, some certain tweaks do help on server side and clientside, but then again, if someone has high end server hardware and network, and some another tries that setup, it can end up to disaster. Thus id like to do some testing based on old memory images and that is what i need to have some config which is not overwritten on restart and it applies when server is fired up.
But something i spotted from configs atmo are network speed is as low as 8k and then again clientrate is set to 10k, which is mismatching to eachother, as far as i remember UE2 it could be easily calculated how much bandwidth server needs for certain amount of players and tickrate. if im right tick was 25, which is also way too low for decent (fast connection and hw), would pump it upto 35, maybe 40. but stay there at tops cause after 45-50 if i remember right, AR started to shoot too fast and gave AR users unfair upperhand, over regular infantry.
Could do some digging from old files and setups, got few basic good ones and those will run any UE2 based game better than average almost on every platform, as long as networking is something more than dsl or dialup

Cause both, UE2 and UE3 every dev lies on basic engine configs and there has been same errors from the very beginning of EVERY game