Voth Specialists need to be dealing about 20% more damage. I brought an engineer bridge officer with shield recharge 3, and my shields were only depleted twice during the two and a half hours I spent in the battlezone. Several times my away team and I were able to take out 15 Voth Specialists before they even got close to knocking out shields.Their paralyze attack either needs a longer range, or they need shields/more hit points. At the very least something to make them more survivable. Right now they are dying after two to three bursts from the Omega Force Autocarbine while in aim mode.
Voth Medics are far too weak and they appear to spawn far more often than other Voth enemies. They don't use their healing abilities very often either.
I only encountered two Spec Ops Troopers while in the battlezone. It would be nice if you gave them Target Optics III and Motion Accelerator III while also having them perform in combat cloaking before decloaking to strike again.
I did not encounter any Strike Commanders this time around. When I do I will add feedback here.
Bio-Engineered Dankanasaurs were interesting. Their leap attack made them priority targets, but they fell a bit too quickly. Alone they aren't much of a threat, it would be nice if they attacked in coordinated groups of two or four, as it would more of a challenge.
Bio-Engineered Furiadons were mild. The beam attacks from their head barely scratched shields and they went down rather quickly.
Bio-Engineered Viriosaurus Rex was unimpressive. An engineer player and I managed to beat him in about 4 minutes with our away teams. His beam attacks were underwhelming, his mortar attacks were harmful but easy enough to dodge, and his tail attack was basically just a massive AoE knockback.
Ceratopsid-class Exosuits were pushovers. I just didn't feel threatened when hit by their rapid fire chargeup mode. I've been more threatened by three player controlled players shooting me with Omega Force Autocarbines than I was when I was hit by the mech's weapons. I had no reason to break line of sight.
Dacentrus-class Exosuits were annoyingly hard to bring down. Not due to their hit points or armor, but due to their Voth Mech Repair Drones, which make them invincible until the drones are destroyed. Not only are the drones small with massive shield regen, but they are also classified as a "pet", making it very difficult to get a target lock. At times it was also difficult to even see them over the flashy shields deployed by the exosuits. Overall though, once the repair drones were down, the exosuits were very easy to bring down. Prolonged burn was the exosuit's only dangerous attack, but they rarely use it.
Mini-boss Exosuits were a cakewalk. I was able to kill them alone with my bridge officers.
Long Range Artillery needs to have clearer warning visuals. Right now it's very difficult to distinguish between the standard mech mortars and the artillery shells that deal about 5,000 damage over 3 seconds. I died four times in the battlezone, all four from these artillery shells.
As usual, the art work was superb. Nice work. The area was both interesting an engaging to look at.
In general though I found I was hopelessly out numbered or the space was virtually empty. In the Nukara area at least there was always something to do one every level ... here there seemed to be no middle ground.