I am creating a laser tool that can be upgraded in my game. It begins as a 2 second delay between shooting lasers as a cooldown, which I can easily wait for before firing a remote to create the laser. Then I can check on the server if the cooldown has actually passed using something like os.time() or a spawn function waiting the cooldown time then changing avalue to tell the server the cooldown is finished.
Then I have upgrades which reduce cooldown to like 0.1 seconds. At this point, is it worth trying to have a serverside cooldown, if it's only for 0.1 seconds? My main concern is this would create lag (which would make waiting for 0.1 seconds not actually 0.1 seconds) and make the game much slower and less smooth.
To explain my reasoning for a server-side cooldown: I don't want exploiters firing the remote quickly (e.g every frame) and making tons of lasers super quickly and bypassing their cooldown completely (which I can prevent with a server-side cooldown that is not bypassable)
