How are you commanding your spotters? Do you have them rush around and use up all their TUs to try and locate aliens to MC? If that is the case, then it has to stop.
TUs and Reactions are very highly connected. The more TUs you have, the greater your ability to prevent an alien from using reaction fire. Also the more TUs you have at the end of the turn, the better the odds of you being able to react against an alien during their turn.
Basically you want to expose as few troops with low TUs to the enemy as possible. To do this, take your time and move slowly through the battle. Don't have all your forward troops rush out ahead. Take a few steps ahead. If they spot an enemy, get them to either stop or pull back out and head of safety. Then get your MC troops to control that alien, or get a soldier that's further back behind to kneel and open fire on the alien. Since the alien can't see the shooter, the shooter is safe from retaliation.
If you manage to mind control an alien, use the alien as your spotter. Keep it within visual distance of your nearest troops and re-control them every turn. When you spot more aliens, get them as well and use them as extra troops.
As for your psi troops - get them using their psi amp as much as possible during the ground missions. Even if they fail, it counts towards their training. Also psi will imrpove your secondary stats as well (secondary stats are stats that have no associated action that'll improve them - health, stamina, strength to name a few)
This is bordering on a cheat, but you can use that alien base to your advantage to accelerate their training. Attack the base. Spot an alien, then get all your psi troops to use panic attacks on the alien. When done, escape from the base. Then proceed to immediately re-attack the base and repeat this process. With multiple carriers and a bit of troop swapping, you can quickly max your stats very easily.
For general combat training (and this is not a cheat since you have to risk your lives to capture all the loot), go after the supply ship that stops there. It doesn't have terror units, and I think the highest rank alien you'll find is a leader, so it won't be as difficult as attacking the base. Since only sectoid leaders have psi abilities, you won't have to suffer from the attacks as much.
For the Geoscape, the trick to shooting down UFOs with the interceptor is to send the interceptor when the UFO has arrived at its destination, not while it is still moving there.
See, most UFOs for general missions have three phases. The first is when they pop into existence, they'll move to their mission destination at high speed. Once they arrive at their destination, they'll slow down, scout for a bit and maybe land a few times. The last stage they'll fly off in some direction at high speed and vanish. You need an Avenger to catch them at top speed. When they stop at their destination, that's when you launch your nearest Interceptor to shoot them down.
To do this, you should use all your remaining base slots to as radar/interceptor bases. The more spread out you are, the better your chances that you'll have a ship closest to the UFO's mission zone.
If cost is an issue, stick to one interceptor per intercept base. Armed with a plasma beam, they can take down pretty much anything. If you need more firepower, get an interceptor from the nearest base to lend a hand. If the UFO wanders too far, send the first interceptor back and launch the one nearest the UFO.
Edited by NKF, 13 July 2008 - 10:51 PM.