Projectiles: Run Service or Loop?

I was redesigning a projectile system for one of my games and got a little curious about using loops to calculate projectiles.

The older (and other versions) of my projectile system used the stepped or renderstepped events in Roblox’s RunService to calculate projectiles. I was wondering if using a coroutine or standard loop could be better or worse and why that would be.

Use RenderStepped/Stepped/Heartbeat for projectiles.

But is there an inherent reason why other than for visuals?

Loops also use the Task scheduler so they are the same.

For example task.wait() will resume the same time as heartbeat, so it will be similar to a heartbeat connection.

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