You'll need to learn a little more about "picking" in Construct. It's really powerful, and a big part of the engine. In this case, it's what you'll need to isolate the bullet you want to destroy. Check out how to use "for each" in particular.
To solve the problem, you can give your bullet object a number variable called bounceCount and starts at 0. The event could look something like this :
For each bullet
On bullet bounced
-> add 1 to bullet.bounceCount
.... -> if bounceCount = 2
....... -> bullet: destroy