How can I balance quad bikes so they counter infantry without dominating?

So I have a problem. The Quad Bikes are supposed to counter most infantry units, but that risks making the game devolve into "factory units only".

My present solution is to have an infantry unit which counters the Quad Bikes by doing double damage to medium units. This means over-committing to making Quads will get you a loss in the long run.

This isn't the only unit in the game which beats the bikes. Mech Walkers beat them cost for cost, and air units beat the bikes cost for cost.

Am I over-thinking this problem or what? Here are the unit stats:

Flak Team


Gold Cost: 50

Oil Cost: 25

Build Time: 2

Supply Cost: 1

HP: 75

Armor: 1

Attack (Ground): D10, 2D10 v Medium

Range: 2

Move: 2

Biological Small Infantry

Cargo Size: 1

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Turbo Quad


Gold Cost: 75

Oil Cost: 0

Build Time: 3

Supply Cost: 2

HP: 75

Armor: 1

Attack (Ground): D10, 2D10 v Small

Range: 2

Move: 3

Mechanical Medium Vehicle

Cargo Size: 2

==

With this setup, an infantry strategy should be viable as will a factory strategy. They should be equally effective, giving more diversity to the middle game.

How can I balance quad bikes so they counter infantry without dominating?
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