Optimized Combat System for high ping

Quick question, I wish to create a combat system that is more optimized for high ping players. My normal idea for basic combat systems are input on client then send a remote event to server then for animations/sfx/vfx you handle that on the client (replication). But the issue is that it causes delay (noticeable delay) when having 150 ping. I was wondering if someone had advice for such an issue? Thank you.

Generally I can only suggest minimizing the amount of RemoteEvents that are being sent from and to the server. Anything that the server has to compute will affect the ping depending on how much it is. These will not be a dramatic per se, but just keep in mind throughout the entire project that optimizing your code (no data leaks, no use of deprecated code, keeping Heartbeat and/or Renderstepped loops to a minimum, etc.) and objects/parts within the games will help keep ping at a stable level.

For the combat system, there is not much to say only than to just not have high ping. Roblox has a lot of servers established, so if you’re using auto-join you should be put in a server with the minimum amount of ping automatically, this goes hand in hand with keeping your code optimized.