Multiplayer Event Fire Lag

I am making multiplayer third person shooter project. Normally we make shoot event run on server. But the problem when our ping gets little bit a high as 50ms (not too far as 200 ms) it’s give a small lag because clients should got the server and fire the event. It’s really hard to smooth gameplay. Please give your opinion for this problem. Have any alternative way for do this?

Some people handle this by creating the projectile on the client first, then telling the server to spawn it too, and then when the bullet replicates back to the client, it destroys the client copy, or maybe there’s an inverse of “tearOff”???

Unfortunately I don’t know how to do that! I hope someone on here can enlighten us both.