Random shots registering is a combination of a lot of things.
Latency does play a factor but it’s more of the how the Gnasher spread pattern is designed for Gears 5. It somewhat reminds me of the Gears 2 Retail - preTU5 gnasher spread pattern.
So there are outter pellets that come out that even if the player isnt looking like they are NOT facing the player, they will connect and do damage. There’s also the magic tricketry that they implemented in Gears 4 comp 2.1 I believe that the barrel of the gnasher does a switch from the tip back to the camera or vice verse depending on how close you are to the opponent (hip fire only)
Also as far as your rushing argument goes,
You have to present which game type you are speaking about.
Rushing works fantastic still in KoTH.
Doesn’t work that well in Arcade.
Definitely does not work in Escalation.
Execution? Well you have 1 life and so does the other opponent, so it depends on the situation.
You have to mention these things in your argument OP.
Gnasher play is still pretty dominant in Gears 5. Lancers yes they are OP and could use a slight nerf but the gnasher is still is pretty sturdy under good latency and 60hz servers.
I am enjoying Gears 5 a lot. I am a little bored though that due to player pop I can’t play escalation as much, but there’s HIVE and HORDE and all of that jazz. So I am whole heartly happy with 5.
I don’t care about the micro transaction stuff because I never did care when play Gears. The only thing annoying me about Gears 5 is the flash bangs. That’s it!
ps: The lancer in 5 is really the Retro fanning combined with the regular Lancer rapid fire, with the recoil of a Gears 1 Lancer, with an active reload that shoots lazers like an HB from Gears 3 but a bit less tone down.
*shrug