The shots where the barrel isn’t pointing at the target have been in the game since Epic updated the sensitivity to 30 in an update on Gears 3. So, I would argue that it is actually a defining characteristic of Gears gunplay at this point. I do concede that it is counter intuitive, and hard to learn and understand. But difficulty is part of what makes Gears what it is. However, I think it also gives room for more dynamic fights. Gears 1 and 2 are very stale games by comparison to later entries. Interactions with cover are a big part of why the game is more active now, since you can push players in cover more effectively (previously a player in cover could just hold their shot until you hit cover, and then pop you over cover faster than the player sliding in could aim and hit their shot over cover for instance). If you want a slower game, that’s one thing. But the popularity of Gears 3 and 4 speak to a majority of players wanting a faster game. 5 just happened to take that too far, and I hope they can tone it down.