I think most of us were a bit switched off for the end-of- and start-of-year celebrations.
Since you had the ability to fly, it may have been easier to get into cover inside the compound by moving along then flying over the fence rather than fight it out at the gate.
Right after JG's epic kill on the cultist, there was a psiclone on the altar nearby.
Enemies come through the lift and repair bay. If you buy a new base, don't build a repair bay so that all enemies will be forced to enter through the lift. Surround it with security stations to soften them up. If you want to assign any vehicles at the new base, you can repair them by parking them at a base with a repair bay.
The base attack is a good example why you may want to move out some of the techs since you had to give up half your slots just for them.
Fighting large groups of enemies in the open is not a very good idea. Try to pull back pick off the invaders as they chase after you. Also focus fire on anyone carrying the rocket launcher. You've already experienced how nasty it is. The alien version that you will be experiencing later on is a lot worse.
That new UFO isn't the Bomber, it's the Destroyer. The Bomber's green and has the multi missile, which would have destroyed your Hoverbikes. The Bomber also carries a very important alien that you'll be wanting to capture. Note: Stun gas and especially psionic stun will not work against it. You need stun grapples for it.
Toxiguns are better vs aliens, but are tempered by their low ammo count. Unless you're carrying a truck load of ammo on your troops, you want to stick to the Devastators for the more general combat against non-shielded enemies.
That was a novel way to get people to a building with no vehicle tubes, but then then that weird bug emerged. Notice how all the while your people were moving at a strange diagonal angle across the city that they were still showing as being present at Megatribe Warriors just below their names. I think the game isn't expecting that behaviour so wasn't setting the agent locations properly once they got off the ship.
The next time you try this, perhaps park nearby, get your agents on foot, walk across to a different building, then move them to the destination.
Don't rely on the basic formation when you're defending an area. Take the time to manually spread your agents out so that they don't shoot each other in the back. Devastators make friendly fire deadly!
This mission is one case where the flying ability comes in handy against the poppers. This would have been a perfect opportunity to capture a popper if you needed one.
Not sure what was going wrong with your soldiers not shooting the hyperworms, but I suspect flying and the low profile of the worm may have been part of the problem here. That is, your agent wasn't able to see it properly. Moving back may have helped.
I'm thinking having the whole team in flying suits is proving to be a lot more detrimental to your cause. They're bunching up in the air and are easy targets for your enemies to shoot at. I'm noticing your flying troops are often getting into situations where they cannot see their targets due to overhangs and other projecting structures, thus cutting off their ability to support other team mates. They're also having trouble shooting at targets just beneath them. You might need to bring back some Megapol chest plates and have some dedicated ground support.
NKF - finally built a gaming PC in 2020 (though not any of that RGB nonsense). Can now play games up to '89!