Well you can, but its not very helpful.
At some point, it kinda needs to be said.
New players have to learn how to lead, track, strafejump, bhop, skii, juke, arc nades, time grenade/rocket/disk/etc. jumps, manage ammo, manage health, manage pickups, pay attention to positioning and many more things depending on the game they're playing. These aspects are integral to the design of the games they appear in. You really do have to learn these mechanics becasuse they're part of the game you're choosing to play. So long as they're appropriately explained/taught, there shouldn't be an issue
Now in this case, I feel the issue is the implication that weapons that aim for you are needed in a shooter, where the absolute integral mechanic is shooting. While homing weapons in shooters do exist, they fundamentally work against the core design philosophy, much in the way that fighting games are about appropriate move/combo usage and RTS's are about managing units and resources. If you have those aspects on autopilot, what's the point? Why not just go full Armored Core (which I would not consider a shooter so much as an action game) and have most things automatically hit to locked on targets but then have a few weapons that work off of older systems (read: manual aim) with larger payloads
I think the fact that Hellfires are so easily dodged only adds to this. Why would you want to keep a weapon that is only good for stomping on people who don't know the timing? In what way does this make the game better? Ping is definitely an issue, but design should be based around average ping if anything, rather than a tiny minority of 300+ ping outliers