So I have done some testing since this is a frequent recurring and interesting topic. So I have done testing with the server network ownership method, the only cons I see is that it’s not smooth for the victim perspective.
Video testing, with 0.25 seconds incoming network replication lag:
Video uses:
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.AssemblyLinearVelocity += knockbackVelocity (simple instantaneous velocity method)
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Humanoid platformstand (to disable humanoid physics interference)
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Network ownership on server (In order for the server to be actually able to control the client physics)
Here is the place file, fire it up with two or more players:
KnockBackTesting.rbxl (35.0 KB)
That’s true but it seems to be overcome able by setting an arbitrary time like 0.2 seconds. The only major issue is as aforementioned with the victim client perspective being not that smooth.
Plus the fire client method seems odd for the responsiveness of the attacker
attacker client → server → victim client → server client → attacker client
Compared with the server method
attacker client → server → attacker client and victims client
However it seems to guarantee to be more smoother for the victim got a test file or video to share?