Service Hostname Type Local Remote
hbmaster3 crysiswars.available.gamespy.com UDP Any 27900
natserver1 natneg1.gamespy.com UDP game 27901
natserver2 natneg2.gamespy.com UDP game 27901
nat neg Game client UDP game game*
hbmaster3 crysiswars.master.gamespy.com UDP game 27900
Incoming queries Game client UDP game Any
keymaster key.gamespy.com UDP game 29910
Stats auth crysiswars.auth.pubsvs.gamespy.com TCP Any Any (def:443)
Stats crysiswars.comp.pubsvs.gamespy.com TCP Any Any (def:80)
Profile settings/stats crysiswars.sake.gamespy.com TCP Any Any (def:80)
*Default value for 'game' is 64100 (can be adjusted).
For incoming UDP traffic, only port "game" (default 64100) is required to be opened.
You could say the game definitely uses UDP for everything.
Ok wasn't aware of issues with UDP comms. The only thing I've read about, and that someone in these forums were noticing, was that some routers didn't like really big UDP packets that the server sent when it was close to full.
Well, there's no TCP part as you can see now. I do launch the game bound to loopback address. This is detected as a LAN server, and Crysis Wars does not attempt to do Gamespy stuff. Therefore, I establish a direct connection with the server. No Gamespy authentications beforehand.