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If you want to know more, I suggest looking up Minovsky Particles on the Gundam wiki.
In the UC, there's these nasty little buggers called Minovsky Particles; these particles mess with any electronic transmissions in a given area, so ranged communication via radio waves is a no-go. Unless your weapons system is wire-guided (TOW Missiles and Incoms, along with some of the early Psycommu weapons system prototypes like the Bishop, Psycommu Zaku, or Braw Bro fit the bill here) or are just controlled by psychic emanations outright (funnels and fin-funnels), it's line of sight and dead reckoning all the way with only some minimal targeting computer assistance (with the exception of ALICE in the S and Ex-S Gundam really advanced predictive computer systems aren't really a thing at this point in the UC for whatever reason; that was a one-off that were destroyed with the mobile suit they were installed in unless someone retconned more into existence at some point).
TLDR: Game is UC, the UC's Mobile Suits (their reactors specifically) and Beam Weapons are made possible with the use of Minovsky Particles which also interfere with things like IR and Laser Guided weapons and radio electronics, so we have to aim the hard way for everything but wire-guided and psychically-guided weapons systems. Just assume the targeting computer is what keeps recoil to a minimum, I guess.
Hell even then you'd see lock on used as a last second thing. In MSGO the biggest thing if you wanted to get a surprise attack in was to manually aim. Lock on was something you did to just realign mid combat, ESPECIALLY after they added that god awful Gundam vs style "emergency evade" which broke lockon.
GBO is fine because of the pacing of the game. MSGO sorta required it. doubly so after they started adding late UC and even AU suits