- Firing client (Autonomous proxy) should fire its own local projectile on input.
- RPC server (Authoritative proxy) to fire its own.
- Upon firing on the server, multicast and check role (get local role).
- Simulated Proxy should then spawn its own based on parameters determined by the server.
This gets a localized (non-replicated) on each player screen. Low bandwidth, minimal network congestion. Highly responsive to the shooter.
The server only needs to replicate hit data for decals/fx, applied damage etc.