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Check this out,
https://youtu.be/KRRv2xF2yuM?list=PLElvDvWfIsJ0nSrbwG3m1m0GljyOw01Do
People like to set sv_maxrate to 25000, so why not. But, again, I don't really get it since it is a server side cvar what suppose to stop low-ping guys to over-utilise the server bandwidth.
Com_maxpackets is more important, it controls how many packets(updates) your client send to the server. You want to keep this on a 1:1 ratio with your fps (com_maxfps) or if you have problems with it then a 1:2 ratio. So, with maxfps 125 go for com_maxpackets 125 (you will have an update with every frame you see) or if you must go under this, then go for 125/63.
I don't think they raised the maximum value over 125, so if you have a 144Hz monitor or fancy the placebo effect of 250 fps, then you have to aim for 250/125 for a 1:2 refresh.
Com_packetdup is duplicating the packets your client send, you can set it 0-5, meaning how many times the same packet will be sent. It only has a reason if you have trouble with pocket loss, otherwie it will just mess up things. I'm sure it affects the math above somehow aswell.
Others what you can set:
Com_idlesleep 0 stops CPU from entering sleep between frames. It help with your framerate while com_idlesleep 1 is more power-efficient.
Cl_autotimnudge, cl_predictlocalrailshots are extrapolates player movement and hit-prediction for a more smooth experience with high ping but imho they aren't worth it, they will just result in pass-through railshots and jitters in movement.
I hope you meant these kind of cvars..
There's no reason to mes with sv_maxrate, indeed, but you should set "rate 25000", this is the maximum.