@DarthFDG
And the more I read the more it seems clear your issue has nothing to do with OP's issue or any kind of lag. Not every third person shooter has this because this is an issue with the angle between your crosshair and your weapon. In this game, and in many other Third Person Shooters, because of the position the character takes on screen, hes never centralized. Therefore your weapon is always angled towards your crosshair. This means that whenever you shoot, even if the shot goes to the direction pointed by your aim, it's angled, and won't follow a straight path between the center of your screen around your character and the horizon marked by your aim.
The reality is it'll follow a straight line between your weapon and a focal point somewhere in the distance marked by your aim. Which means that shots that go too far or that fall too short, will have greater discrepancies then those that go nearer the focal point. How can we discover the focal point? I have no idea, probably testing with lots f trial and error.
In your picture han shoots the debris, because it happens that said debris is in between your aim dot and the position of your gun.
If the game were to force a straight line between the center of screen around the player and the position in the distance marked by your aim, the blaster bolts would fire from the air, not from your weapon. Either this or they completely change the game by always putting your gun on the center of the screen, no matter shoulder change, or any other things that might change your positioning.
Just imagine the following very common scenario: Your behind a wall, and to your right theres an open corridor. Because of the nature of Third Person on this game, you can see the corridor, but those on it can't see you as you're completely behind a wall. Your aim will show the end of the corridor, which through your reasoning should allow the player to shoot and hit whoever is coming through the corridor. But your character is completely behind a wall, so of course your weapon is blocked by it, but your aim dot isn't stuck in the wall, it's positioned on the corridor, as if you could shoot. This is the Third Person angle issue, and any shooter game in third erson is prone to this issue, unless they put the weapon in the center of the screen (which is uncommon), or they create other mechanics to help you show when your shots will miss the mark (I've already seen games that change your aim dot's position whenever it's blocked due to angled situations like this one.
And I agree, the solution label should be removed. It's not a solution to OP's issue