BATTLETECH - Jumping in place triggers bulwark, and losing initiative in round 1 does nothing

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

sounderdisc

Recruit
10 Badges
Jun 6, 2018
4
0
  • Europa Universalis IV
  • Stellaris
  • BATTLETECH
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
One line summary of your issue
Jumping in place triggers bulwark, and losing initiative in round 1 does nothing

Please explain your issue is in as much detail as possible.
If a pilot that has bulwark is in a mech that can jump, and he jumps in place, then he gets 1 evasion as well as bulwark bonuses. If the pilot has evasive movement too (like ozone) then he gets two.

If a mech suffers some effect that causes it to lose 1 initiative durring round 1, like falling over, being targeted by a called shot, or being punched by a pilot with juggernaut, it does not act 1 round later in the next turn.

Steps to reproduce the issue
put any pilot with bulwark into a mech with jumpjets and jump in place. Look at this video for the spot jumping at 1:38

Play a skirmish match with a friend, put sumo in a mech, and reserve down to round 1. punch with sumo and see that the target doesn't lose initiative. Look at this video for the initiative bug at 9:14


Upload attachment
 
Upvote 0