I watched some videos recently of antagonists in Council Apocalypse missions and I have to say that White Noise and Mind over Matter are virtually impossible for Raiders to succeed on at worst and at best the most horrible experience for them I've ever seen (and have been in myself). In some of the videos I watched I saw that the raiders just gave up, either surrendering or suicide after they realized what an unfair, long, drawn out and unrewarding situation they were in.
Two maps in particular are the worst to have an antagonists, White Noise and Mind over Matter. There is so many dangerous enemies, so much random damage floating through the air and on the ground that the raiders already have a monumental task dealing with the mission by itself, but to add an antagonists who can ignore all the chaos and walk freely through the sea of damage while the raiders have to walk on eggshells lest they die, is a huge disadvantage for them. Even The Mouse and Snake is bordering this line of frustration, but I will say Upside Down isn't as bad, but just long.
This is such a liability now that I don't even queue for these missions anymore. Luckily as a Tier 1 I can afford to be picky as they, as well as any other mission, have nothing of unique value I ever need. The antagonists can choose what missions they can queue for now, so in order to maximize time and value you have to ignore certain missions that will favor them, White Noise and Mind over Matter are chief among them to say the least. EDIT: I wouldn't even queue for White Noise or Mind over Matter normally, if there wasn't any antag. They're no fun at all and just annoying. The miners are the real cancer behind the PvE aspect, but that's another topic.
As a solution I was thinking that Raiders can get more lives then usual on these missions and/OR the enemies and random damage debris flying around be toned down to lower values. The numbers of enemies on Mind over Matter that need to be killed for the boss's counter would be lowered and maybe the heat growth on White Noise will be slightly quicker for less.
Now it can be argued that there are maps that favor the Raiders and maps that favor the Antagonists, that's always been true, but it was never this extreme. In this situation here what will happen over time is Raiders will just slowly wisen up and never queue for the Council Apocalypse maps. The only players who will be left that will foolishly queue for these maps will be new players. So you will have a situation where naive new players with no experience will be queuing for missions where experience Antagonists know is to their advantage, and...you know what will ensue from there.
If MSE doesn't want to adjust these maps for antag, that's fine, but I don't understand why you would bother to make a whole Campaign that Raiders never play because of antagonists.
OR!....you could just leave everything as it is now and make PvP optional.