I was wondering on how I should handle server replication on scripting a gun. Here were my thoughts:
Method 1 - Detect when the player is shooting the gun on the client, use some form of loop to fire a remote event over and over. The remote replicates the bullet that the client created. I'd think this would cause lag due to repeatedly firing a RemoteEvent, along with bullet delay as the client is faster at "processing" than the server. Not sure if I explained this correctly but yea.
Method 2 - Detect when the player is shooting the gun on the client, fire a remote event which has a loop that creates the bullet. I think this would be even more bullet delay because the bullet isn't being created on the client at all, as I said earlier the server takes longer to "process" things.
tl;dr - What's the best method of working with FE bullet replication?
