The mod shouldn't have affected initiative at all. If you can replicate that init. Knockback let me know. I've noticed some oddities in phasing while play skirmish mode and haven't been able to figure out what's causing it. My mod only touches the AI's behaviorVariables folder and the mech folder for role assignment. It shouldn't be messing with combatgameconstants.json or anything else that might change how initiative works other than letting the AI reserve.
I'm really enjoying where the sniper role is right now. The fact that almost every SP mission puts me in a dilemma for a few rounds is a great feeling. I know I can win, but it will make me pay for it or just plain give me no good targets and have to work for it.
With no weapons, the AI moves in to melee only mode, which isn't changed too drastically from the stock melee only. One role that overwrites that is lastmanstanding. If that weaponless unit is the last of its Lance, it will be more defensive than meleeonly, which is really bloodthirsty in comparison.
the init knockback seems random... i was not able to reliably duplicate it. It was during a campaign mission. It was a cicada, one volley of missiles knocked it into instability and it dropped to phase 2. Then another volley knocked it over by taking out its leg and it dropped to phase 1! LOL! I was unable to duplicate that strange behavior. I even had strange behaviors where my bulwark would activate even when I jumped and fired.
And yes, I REALLY love how you made the snipers and Lurmers behave!! In the past, It was so easy to run up to them and just bring them down quick as they will always be forward with the brawlers but now, damn, I actually have to hunt for them! LOL! Feels like real snipers and a real pain in the A now ahhahaaa. Also, instead of rushing in, delivering the payload and die like before, Jenners behave very much like skirmishers now, maintaining distance, taking potshots... very very nice! Overall, I would say your AI mod gave the enemy role warfare... in fact, I would go as far as to call it a AI Role Warfare mod hahaha
So far, weaponless units continue to just walk around and bracing even when there are plenty of other enemies around. This is quite weird and I have also seen this very same behavior in vanilla too. Its like they are trying to see if I am stupid enough to waste an activation on them so that their friends will be just that little bit safer?
Oh, your AI mod forced me to hit the withdraw button just now hahahaa I took up a 4.5 skull mission with just 3 meds and a light hahahaha took down two thunderbolts quickly and then the sickening catapult and orion and a couple of unknown LRM boats just stayed FAR FAR FAR away and LURMed the Shat out of my meds resulting in me having to punch out of it! At the same time, a few other griffins were already flanking my position . Seeing this as a lost cause as I would be torn to shreds by the LRMs even before I can finish off those flanking griffins (and the griffins are keeping distance too! That made it very hard for me to kill them quickly by saturating them in mid to close range)... I eventually withdraw with no casualties, 2 heavy kills but failing the mission... damn... in the past, all these heavies would be rushing up and I would have been able to kill them sequentially like I did those 2 thunderbolts... but now, LURMers REALLY keep their distance and made it impossible for me to ambush and overwhelm them! LOL!... I was defeated at last hahahaha I mean, before your mod, I take down full lances of heavies with just that 3 med and 1 light perfectly fine! LOL! Looking back at the enemy's strategy, sending 2 thunderbolts on vanguard along with a few mediums while a whole lance of heavy lurmers stay out of visual range and arty'd at me... damn, that felt like a real player there!
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