Client's Ping Affecting Performance

I started making a gun script and it appears to perform based off of the client’s ping.
I’m not sure how to fix this issue as ive tried many times.
this is what the gun looks like with low ping: https://gyazo.com/b36748213eb8081ac38982ab95482b0c
^ that is what I want the gun to always look like

This is how the gun performs on high ping: https://gyazo.com/17e82fd3df111919cc3f7f94018db9f4

Here is how my gun works:
The gun is fired from the client, this then fires a remote event to the server to deal damage, it is then firing a remote event inside ReplicatedStorage which fires to All of the Clients and creates a bullet trail that everyone can see and it also plays a gunshot sound.

I’ll provide some code if needed
Thanks to anyone who even at least tries to help me :grin:

So the firing between client and server are causing it to ping spike, this ping spike slows down the time it takes the remote events to fire, causing it to lag the client and not shoot reliably. Honestly I would try taking away the bullet trail and seeing how that works. Or re-working the gun system to send one remoteevent when the player clicks and then the rest is handled in the server.