Nice shot and nice story. There's something fun about pulling everyone out and dominating a level.
A good Promethium lake is pretty awesome. In my earlier screenshot with Promethium there was easily 5-10 xeno that would die in the flames every turn. Until we worked through the backlogged horde.
Thus far, I've always used the abandon-base-TP strategy when it comes to Orbital Defense Relay. Maybe the next time round I should try the Promethium Lake Defense strategy.
Truth be told, though, the base TP in Orbital Defense Relay is pretty hard to defend. There are too many paths to it from the N and NW, and there's an inconvenient spawning tower via the "backdoor" on the E. Unlike Mok Prime Landing Zone, where you have several TPs on hilltops that only have a single path to them: trivial to defend even with just a lone soldier. I had to resupply my hydra 2-3 times in the above screenshot; I'd probably have to do more in ODR to fully protect the base TP.
In my recent plays I've been discovering just how awesome promethium is. Not only promethium lakes are great defense against an incoming xeno horde, they are also great spawn point suppressors, and they often also deal a lot more damage than a sentry turret. (Though this last point could merely be a side effect of me leaving my Engineer at Sentry Turret 1 or 2 -- most of my talent points are spent on Capture because I love being able to take over an enemy TP in a single turn.)
I've been finding that Heat Sink is a very useful talent to have, especially in missions where my scout has to overdrive to 10 to hit an objective.
In fact, I just did Narvidian Hive: Outer Hull in 16/24 turns: in the first few turns I send my scout south with Overdrive 10 and Null Field 9 to hit the southernmost pillar in order to open up the NE bulkhead while the rest of the team stays near the starting TP; then once I had enough SP to deploy my engineer, he uses Heat Sink 4 to remove 96 heat from the scout, and the scout was able to then go NE to hit the pillar that opens up the entrance to the core. Meanwhile, my 2nd scout has started heading south towards the core (as soon as the 1st scout hit the northernmost pillar that opens up the central chamber leading to the core entrance, my 2nd scout goes in with Overdrive 10). Without Heat Sink, my 1st scout would have shutdown from overheating.
Last Edit: Dec 2, 2016 19:35:56 GMT -5 by redartrats
This is what Stratos Central Airlock looked like after a big promethium lake dried up. There were two turrets at the top left corner of the current xeno TP, which was originally captured by the squad, targeting the area of this splotch. The xeno eventually destroyed the turrets after Lake Promethium evaporated, and recaptured the TP. But I am mighty pleased at the heavy casualties they suffered here for it.
This screenshot was taken shortly before me squad completed the level. There were 121 confirmed kills at the end.