WolfwooD10 nailed it.
It's an alright game, but he's definitely right about the blue/green team imbalance. I started out playing as the green team and gave up at the third campaign due to the difficulty and the fact that my weapons were useless against the big tanks. One thing I would like to add to Wolf's assessment is that visible structures (moreover, structures that can be destroyed) would be a big improvement.
The blue team spams hoppers when you play against it in the second campaign and sometimes that battle can take upwards of 30 minutes just because you're stupid pawns follow the closest enemy near them instead of advancing on the base. This means that with about 10 hoppers jumping around, they essentially just run in circles until they are mowed down. Being able to take out your enemies means of production could help turn the tide on the imbalance and help the green team actually horde the base for a change. It would also allow you to put pressure on the opposing team while building up your mines and power plants to send in a strike force to assault the production of the other team to prevent them from spamming big tanks (campaign 3/playing as green).
Once I started playing as blue team, I felt the game shift completely the opposite direction. I could mow through the entire enemy force with just my hero unit and save all my forces to swarm the unbelievably weaker green units. So again, Wolf was spot on. This game is not balanced correctly, but potentially fun.