As of right now, even after 5.1, it's easy to argue that the infantry structure is far more crucial than the vehicle one. With the introduction of infantry armors, a WF team against a HON team doesn't end well on the vehicle end, and vice versa. However, regardless which team you're on, it's still very, very, very difficult to end a game through base destruction for both teams.
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Comparing the loss of vehicles to loss of infantry, lets highlight the benefits of a inf only team compared to a vehicle only team:
+APC>>>T1 infantry
+Advanced Repairs
+Snipers
+APCs + Advanced Repairs + AT inf + Snipers >>>>>Tanks + Standard repair
+Mines
+EMP
+Easier Infiltration
+Inf repair has faster VP gain than Vehicle repair
+No "infantry" limit as opposed to vehicle limit
+Inf structure less exposed to superweapons
+Superweapons are far more effective given less repair rate on the other team and how exposed the vehicle structures are
+Killing tanks rewards more points than killing infantry
+No real threat when using peek shooting inf (Raveshaw/Sydney, Rocket soldier, Gunner)
Now lets compare that to a Vehicle only:
+Able to deal exterior building damage w/ vehicles
+Aircraft rushes, depending on the map
+/- Harvesters, but will be a negative if you don't have field control/depends on the map
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My two suggestions that need to changed:
-Give teams with no Hon/Bar the ability to purchase Black Hand Sniper/Deadeye for 1000. This is so vehicle teams have a proper counter to fast moving AT infantry.
-APC price needs to be bumped up to 1500, in return remove the silly 20 second delay before getting your vehicle. It's way too easy to spam these heavy armor walls for 1000 credits.
Just these two ought to fix many of the annoying problems when it comes down to an inf vs vehicle game. At this point I honestly think a game with no refineries has more progression than a game with Meds vs LCGs.