Thanks Gauddlike for the links.
I should have known this issue had been hashed over before. Anyway, well i guess that's the way its going to be, in the end I can just accept that aspect of gameplay because that's just how this game works.
For anyone reading this who was wondering about this like me. Check out this link by Gauddlike first page cleared it up for me, although instinctively my thoughts on this mirror Gudadantza, highlighted.
http://www.goldhawkinteractive.com/forums/showthread.php/2828-Three-basic-graphical-features?highlight=lean+corner
Gauddlike Post
-The extra sprites required to animate a small position change would make it very unlikely to happen.
If by watching corners you mean being able to lean around them to fire without putting themselves in danger that has already been ruled out.
It was thought to limit risk without adding enough to balance it out.
Gudadantza post
-Yes, that was what I mean.
Ok, It is a shame to hear that. My point of view is that the implementation of flexible and intuitive actions like looking around a corner create immersion and realism in a game like this. But the design choosings are inevitable.
MaxCaine post
-The nature of a turn-based system works against such a system as you propose. In a real-time game, a squaddie poking his head arond a corner takes a specific amount of time, in which time the opponent can respond simultaneously. But in a turn-based system, the degree of response is necessarily limited to a (possibly small) percent chance for a reaction. Too little risk, for too much reward.