Board Thread:General Discussion/@comment-26141477-20190509044905/@comment-39327572-20190509231927

theres a possibility that it could do with PR's coding

for laser bullets, if hes replicating them with the server, aka client to server communication, then it would obviously spike up some lag because server overload

but he can make it so that it replicates all of the stuff from the client only and render all of the laser instead of the server having to do that replicating job

someone also mentions the health calculation for the health, for the health bar ui, it doesnt need to be calculated, it only needs the boss's health and thats all

as for boss being damaged, depending on how PR handled damage code, it should not cause too much lag

and if i recall correctly, client to server events (remote events or functions) dont cause connection spikes but rather FPS drops

explosives use particle emmitters, they barely lag at all (or dont), its how PR coded them