There are several questions that can be discussed separately, as there is little overlap.
1. Console. It's a nicety, and shines in automated/scripted environments to be able to pass/process complex commands, but in the end it's only an interface to the underlying systems. If you need an actual console for low-level management of objects/sessions, C2 might not be the best choice. C2 gives maximum productivity when working at high-level, on entities, behaviours and events.
2. Data management. There are some good tutorials to get C2 to interact with a remote SQL database. Beyond that, it all depends on your projects. Your specifications need to be analysed to deduce a relevant set of data structures, tables, interfaces, queries, etc.
3. Bandwidth. As the previous posts mention, the user connection if the limiting factor. C2 provides a built-in host/peers architecture, not a server/client ; subtle difference.
"the server hosted by someone should be able to handle more than 100+ players"
If a user is hosting the session, we can break it down and analyse what it means in terms of bandwith. A typical ADSL2+ connection gives you a 800kbits/s upstream bandwidth. 100kbytes/s, that's the maximum hard-limit to play with. What follows is a bit simplified, but gives an idea of the order of magnitude of the problem.
Also, bandwidth requirement is exponential (more players = more data to send to more peers, see mutliplayer tutorials 1 Concepts page 9)
Say you have 100 peers controlling a sprite that moves around smoothly on a shared map. You need at least a position (x,y) that we'll encode into 4 bytes (2 16b floats or int). The state of the game requires 400 bytes (position of all of the players). At an update rate of 15fps to be conservative, that's already : 400 bytes data x 100 peers * 15fps updates = 600kbytes. Way above what a home-user connection can handle.
Even if we're clever (less updates, better packing, partial prediction, etc.) and save a factor 10x, that's still more than 50% of the bandwidth and the players are not doing much yet.
It's very different if you have 100 players in a turn-based grid layout. Or if you have a dedicate host and a much larger connection.
But bandwidth is the limiting factor. There's no software technology or plugin around it, it's a technical hard limit. Basically, it's very hard to give specific advice without more infos about the specifications of the project, but "large scale multiple" and "user hosted" don't work well together.