# \[BackerBuild1\] We need percentages of possible damage

**URL:** <https://forums.snapshotgames.com/t/backerbuild1-we-need-percentages-of-possible-damage/684>\
**Category:** Game Feedback\
**Created:** [May 7, 2018, 3:47am UTC](https://forums.snapshotgames.com/t/backerbuild1-we-need-percentages-of-possible-damage/684 "2018-05-07T03:47:26Z")\
**Posts on this page:** 1\
**Showing post:** 25

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**Author:** ![Siilk](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/siilk/32/212_2.png) [@Siilk](https://forums.snapshotgames.com/u/Siilk)\
**Post date:** [July 13, 2018, 3:14pm UTC](https://forums.snapshotgames.com/t/backerbuild1-we-need-percentages-of-possible-damage/684/25 "2018-07-13T15:14:02Z")

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> [@Berggen](#):
>
> What I don´t want is spend half of a minute aiming because I need to find that sweet spot in my enemy, and then wait another ten seconds because the crabman needs to end his animation to show me the spot I was aiming for. Keep in mind that now we only have 4 soldiers, repeating this process with 16 would become tedious, and that’s what concerns me.

A couple of very good points here. Firstly, autoaim targeting should pick targets a bit more intelligently. In my opinion it should even be tied to some kind of marksmanship skill. That way a more experienced soldier will pick a better target than a rookie.

Your other point, waiting for animation, is a more serious issue. The main cause of this issue is the ambiguity of the nature of turn-based combat in PP. Allow me to shamelessly quote my post from [another thread](https://forums.snapshotgames.com/t/evasion-bonus-based-on-movement/719/7):

> [@Siilk](#):
>
> Regarding movement, turns and time flow in PP: is a bit of a tricky thing, really. As PP seems to take some design decisions out of FXcom, we can currently treat their core approach to turns in a similar manner. And the thing is, while both games are clearly turn-based, they both are pretending that _time is not stopped between actions and is actually always flowing_ .
> 
> Think about it: combatants have idle animation, they move around, peek from cover etc. It’s never explicitly stated and in FXCom when we have some kind of game mechanics which tracks “time”, this time is in game turns and is never progress unless a turn is taken. But the overall “presentation” of the battlefield between actions looks more like a bunch of combatants dug into cover and waiting for an opportunity to jump back into action rather than people who are “frozen in time”. Again, it is never addressed explicitly and mechanically is it all turn-based but one thing FXCom never touches is the difference between being in motion and being stationary _at the end of the turn_ .

What this means, is the enemies are sort-of moving around during player’s turn and, more to the point, during manual aim mode. If you are just observing the enemy that’s not a problem but when you are directly picking a target and enemy movement may directly affect which targets are available, idle animation, intended as a purely cosmetic feature, actively interferes with a core game mechanic(LoS aiming).

I am not sure if there is a simple way of dealing with this outside of pausing the animation during manual aim and setting the enemy pose to some kind of “average” pose it is supposed to have at that time. It is a bit of a workaround but I don’t think that current state of affairs(spending real time to wait for the game to present you with a target you want or sometimes even being screwed out of your chosen target because your enemy twitched right before you confirmed the shot) is something that should be in the final game.

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