And if speak of trails?

Most of us here know what the trails are, I think that everyone who has been in the studio for a maximum of 5 months will have to know, in short, I want to make it so that when the player shoots a Ray from the server, it sends the data to all the clients through a FireAllClients() and that takes the life of the one that impacted (if it made it clear), then the client receives and if it meets a small conditional, the client represents the path of the ray with a trail, it should be noted that it goes at a speed fast and correct
An example of a diagram would be:
Player Shoots>Server throws the beam>server removes impact damage and sends data to all clients>another player who did not fire receives the remote event and represents the path of the ray:
If I clone a part, position it, and the parent converts it in WorkSpace, I wait 0.04 seconds and pass it to the part of the lightning strike, as it would be the representation.
the problem with all this is that at the end of the day it creates the trajectory with high speed, but, some burst shots it does not detect, so it does not feel real
edit; other metod?