I can't say about a performance drop, but gameplay definitely changes 
between 24 and 32 players.

Then again, I play Spy a lot, and it's a lot harder to get behind enemy 
lines when there's more enemies.

On 7/2/2010 6:37 PM, Craig H wrote:
> TF2 was budgeted for 24 players, after that performance starts dropping
> notably with each additional player. 32 is bad enough, I can only imagine
> how poorly a 64 player game would run.
>
> On Fri, Jul 2, 2010 at 12:05 PM, clad iron<[email protected]>  wrote:
>
>> agreed, it would be nice to be able to have more slots on some of those
>> *custom
>> *maps.
>>
>> On Fri, Jul 2, 2010 at 2:19 PM, Allan Button<[email protected]>  wrote:
>>
>>> You would not be forced to join that server. Calm down.
>>>
>>> Allan
>>>
>>> -----Original Message-----
>>> From: [email protected] [mailto:
>>> [email protected]] On Behalf Of Ken
>>> Sent: Friday, July 02, 2010 8:38 AM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] More than 32 slots with the new TF2 update?
>>>
>>> Oh god, please don't valve. 32 2fort is already painful enough. Dustbowl
>>> would give me the shivers as well.
>>>
>>> Plus, yes, there would be performance issues on both servers and clients.
>>>
>>> Sent from my iPad
>>>
>>> On 2/07/2010, at 6:57 PM, Shane Arnold<[email protected]>  wrote:
>>>
>>>> I thought the hardlimit on slots was in place due to Orangebox Engine
>>>> performance/limitations? Do existing extra-slot plugins not allow 64
>>>> players?
>>>>
>>>> On 2/07/2010 1:54 PM, Harry Strongburg wrote:
>>>>> Now that the new TF2 update warns about servers with more than 24
>> slots
>>> as being "possibly unbalanced"..
>>>>> Can we get 64+ slot servers without needing to use any extra mods or
>>> plugins? People will know it will be unbalanced, but if people want to
>> have
>>> that many slots, I don't see why they should be denied that.
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