Neurus_Ex: its something always happens to me in those strategy games: There's a point where the enemy will have ALWAYS better equipment than mine, whatever I do, whenever I go. And that's the point I'm right now:
Currently the best armor I got its the -human- heavy armor. I can manufacture sol armor but its not enough against the last weapons the reticulans are using (Some kind of fast shooting yellow laser weapon and the all-powerful rocket launcher). I have enough human plasma rifles and ammo, some rocket launchers (never got the chance of use them in combat) and alien plasma guns.
In the "strategic" view I have stopped the biomass with the repulsors, got the russian secret base mission available (But I can't beat it, the greys just chew my guys). I have a decent win/lose aerial combat ratio, but I just can't go to the UFO crash sites.
I can't research anything really useful (Just transgent autopsies) and can't manufacture something useful too.
Plus, I'm avoiding make psi-stuff, as I see those items uselss (Why should I just "stop" an alien? I just want to blow it up).
So, any ideas on how to continue?

ZMacZ: Oh plz...
Here's what you need to do....
1: Keep ur guys alive..once they get all mentals into excellent and all the physicals in very good, they'll be unstopable..
(that is..with the right kind of weaponry..)..focus on 7 to become that good first..
(once they have strength, agility, dexterity and willpower in good, and inteligence and perception into very good, you can also train them in ALL professions..)
In order to get a good squad, kick the ones that score extremely high in one or more attribs..i.e. strength heroic..
Personally I kick anyone who can't make all professions by level 11..
2:Get all of them into Bio Armor, and have them use AI L115 sniper rifle..
You'll find those once you find enough bases..I have 3 more to spare now..(total squad count =12.)..
3:If something goes terribly wrong, load a save..and with that..save often..(at start of each ground mission..)
4: KICK A$$ AND WIN !!
5: STOMP SOME MORE !!
6: TRASH EM !!
7: EFF THE EFFERS !!
8: ROAST SOME !!
9: Umm...anyone know any good euphemisms for kicking their hinies ?
10: Don't finish the research on the moon mission, before you actually want to go there..
Once the research is done, you'll have to go..
also..don't finish the reticulan offer..
(set all research bases to engineering or military or anti bio-mass or something..)
then once you have everyone in gear, and kicking their a$$ has become tedious..then go to the moon..
It'll still be hard..but hey..with all of ur guys being super-heroes..and at least two warp medkits..not impossible by far..
(you don't have to worry about them ending up in the hospital afterwards..you'll win..game ends..no hospital..)
Hope this'll help a lot..I know it works for me..
I hope also..X-COM Ufo Defense (the very first) comes here SOON..
(Still the best one..when you like making ambushes for the guys inside their spaceships..)
FYI..My kill rate is one alien per 2 seconds..7 guys letting one round off with the AI L155, WILL kill anything in one salvo..
(They have high skills..excellent and heroics..and they're fast enough to dodge any missiles....)
At range..they can't be beat..
Also..when doing bases and crashes..keep the range to the max..and always get an ambush that has most of them able to fire on a single target..
enemy ship crashes..still a lil hard..since in some cases there's not a whole lot a ship to create range in..but still, when they fire 4+ strong on a single target, it goes down in a single salvo..)
In the city..SINGE..in the bush..SINGE...anywhere where there's range they ROCK..
Also..I do ships in groups of 4 just now..(heroics..)
Smaller group makes less targets for them and can still kill in one salvo..
http://www.youtube.com/watch?v=lzMrxnprYis&feature=youtu.be&t=51s (And no..I didn't select that video for the boobs..only for the fact that it has no ads attached..)
Neurus_Ex: - Right now, I have two "major" problems: The alien "now I control your men" gun, which I haven't got the chance of research yet (Maybe I have, but I don't know where it is) and I don't really like at all (Its a cheating weapon: Now you show your face in a corridor, now I control your mind, now you have to kill your own men -which means "now you load a save game) and those fire rockets. Missions against greys are a bit tricky due those two things but I'm managing to cause some serious trouble to the skinnies.
ZMacZ: Yeah..they do that to me too...for exactly 2 secs (tops)..then the 'smart' alien has to consider plugging holes with tampons..and he releases my guy..MUAHAHAHAHAHAAA (6x AI L115 rounds..all in the center of the chest..oh yeah..he considers 'dropping out' real fast..)
Note:Don't let the avi fool you...I'm great at gaming..
A little late to the party... but finally revisited and completed aftermath (back in the 2000s my PC and graphics card were too sluggish) on windows 10 no less.
Many of the points above are valid, especially levelling the squad.
However once I had characters with strong psionic skill things got much easier. I essentially played it the same way I played X com back in the day :
I had 2 squad members (my snipers) who also carried dual psi projectors; they start as snipers on the base approach maps, and switch to psionic weapons just before entering the base.
once in the base, just wait for an alien to show up and take control (the psi projector fires very very quickly), if its carrying a psi projector then walk it up to the squad and drop that on the floor (so that the psi shock troops can use it later when they're low on ammo) then kill it point blank, or else walk it outwards to explore. If an enemy is encountered fairly quickly, use the second psi soldier to possess the second alien, drop the first's weapon and use it as a scout. (it will walk back to where it dropped its weapon once control wears off, making it easy to kill with the second controlled alien / repossess with your psi troops)
You can now pretty much explore and complete the whole level using reticulans. If no enemies are anywhere nearby, I sometimes turn their guns on themselves and kill them. Unfortunately I only just read online that you can terminate mind control by pressing CTRL-C (if on patch 1.3 and above) which would have made life much easier. Just in case things go wrong, I also have a soldier with a collapsible machine gun in heavy armour guarding the troops (I set him up as the very first move) in case a reticulan comes around the corner with a launcher. All the other troops wear bio armour.
One of my soldiers has super-heroic speed (maxxed) who I occasionally use as a scout to run around. This tactic worked flawlessly for every alien base without any casualties.
For the russian base (Kasputin Yar) a small modification on the technique worked, for the first "base approach" level. I had my runner charge forwards then left to the edge of the screen, triggering a bunch of reticulans to fire rockets at him; the psi shock troops started out with the projectors in hand this time and took over the reticulans at the gate, then thereafter the reticulans inside the grounds once the controlled gate ones died (or were machine gunnned down by my heavy trooper); this resulted in utter chaos with rockets flying inside the base; one of the computer controlled reticulans even destroyed an exterior wall towards the end (? by accident?) giving my soldiers a convenient shortcut to the green gathering point.
The base level of Kasputin Yar did not present any significant difficulty.
For the moon mission I initially kitted all the troops up with the Falcon sniper rifles (75 range, 250 damage) and marched them into the base using the same psi-control tactic (didn't have to use any of my own ammunition save a few rounds from the collapsible machine gun) then wiped out the reticulans on the grounds; lined all my guys up facing the final door and had my runner charge in. open the door, and charge back out; mind controlled the 3 reticulans inside the room with the octopi things and got them killed off early after doing some minor damage to the octopi, then as the octopi came charging out let fly with the sniper rifles (the psi troopers dropped their psi projectors on the ground and switched to sniper rifles too) and the collapsible machine gun. This nearly didn't work, the octopi seemed damn near invulnerable and made it to within a square of my troops; fortunately 2 of them had some kind of AI bug and didn't leave the room (they were ? patrolling the inside back and forth) or they would certainly have broken through. However I noticed when I sent in my speed runner (with enhanced plasma rifle since he had run out of sniper ammo) he despatched them fairly easily.
So I replayed it with everyone holding an enhanced plasma rifle insead (save the heavy trooper with the collapsible machine gun) and this time round it was a massacre. The octopi all died the second they made it 1 or 2 steps out the door. Interestingly this time there were only 2 reticulans inside, and their weapons were different (the first time one had an incediary launcher, 1 had a psionic projector and the last had a microslug accelerator. The second time one had the microslug accelerator but the other had a plasma pistol thing.)