Issue with delayed bullets on client

In my last post I discussed my confusion for my part always being off center of the bullet during the turrets traversal.

Whilst this did fix the issue, I came across the problem of bullet delay but I decided I would use the remote event to send a message across all clients. However I get the same delay I had with CFrame where it’s once again misaligned with the canon.

What can I do to fix the latency on the client’s bullet?

Local Script:

UIS.InputBegan:Connect(function(input)
	if(is_gunner) then
		if (input.KeyCode == AIM) then --Enables / Disables gunner sight
			gunner_sight = not gunner_sight
			
			if(not gunner_sight) then
				game.Workspace.Camera.CameraSubject = game.Workspace[gun_ownership].Camera
				game.Workspace.Camera.CameraType = Enum.CameraType.Attach
			end
		end
		
		if (input.UserInputType == FIRE) then --FIRING SCRIPT HERE
			local CFRAME_1
			local CFRAME_2
			firing = true
			local fire_cooldown = (60 / gun_firerate)
			
			while (firing) do
				CFRAME_1 = workspace[gun_ownership].M_Round_Pos.CFrame
				
				if (double_barrel) then
					CFRAME_2 = workspace[gun_ownership].L_Round_Pos.CFrame
				end
				game.ReplicatedStorage.GunControls:FireServer(FIRE, nil, gun_ownership, CFRAME_1, CFRAME_2)
				task.wait(fire_cooldown)
			end
		end
--[Remaining Script is irrelevant]
	end
end)

game.ReplicatedStorage.GunControls.OnClientEvent:Connect(function(MAIN_ROUND) --Makes bullet for client
	local bullet_1 = workspace[gun_ownership].Bullet:Clone()
	bullet_1.Parent = workspace[gun_ownership]
	bullet_1.Anchored = false
	bullet_1.CFrame = MAIN_ROUND
	bullet_1.Transparency = 0
end)

Server Script:

game.ReplicatedStorage.GunControls.OnServerEvent:Connect(function(plr, control, action, model, MAIN_ROUND, SECONDARY_ROUND)
	if (model == script.Parent.Name) then --Makes sure message is sent to proper turret
		if (control == FIRE) then
			local bullet_1--Ignore
			
			local bullet_2--Ignore
			
			game.ReplicatedStorage.GunControls:FireAllClients(MAIN_ROUND) --Makes bullet client sided

--[Remaining Script is irrelevant]