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I've posted this thread to our Discord and you might find some other veteran captains sharing opinions.
Fite me lol.
It really depends on where you are in the game, and above all else it depends on what you're doing with the REST of your squad. The thing hydras *really* have over Neptunes is that for a piddling little requisition investment, you get an armor-piercing AoE machine that can clear out a big spawn of xeno and keep more from coming out. During this time, all you really want your soldier doing is using rallying charge 4 to keep your group moving.
Early in the game, the hydra helps your team more, and it's almost always better to unlock him *first*, but by the end of your first game, you'll have both unlocked and the major skills of each class available.
By that stage, you'll have unlocked many synergy options from the soldier and captain. Neptunes have insane synergy with a fire commander captain and called shots soldier, as they have high base damage and can pull off a massive AoE critical hit. This also pairs well with a headshot sniper, who will similarly want to crit as much as possible, and the soldier as well can be geared up to focus on critical hits, thereby making his overwatch quite potent. It will demand an engineer properly geared for heat reduction since called shots cannot be used when overheated, but the soldier will often not be attacking.
Alternatively, you can gear your soldier with the plasma-mod that the neptune tree contains, and the roar's talon, and turn HIM into your mass-AOE weapon, with an emergency button of a short range overwatch. This has nice synergy with the hydra, as they can deliver an excellent 1-2 punch to large groups of powerful xeno, and the plasma soldier works well 'taking point' for the group and clearing enemies as they are spotted while the hydra can cover the party's tracks with a blanket of napalm that kills trailing xeno before they ever catch up. In this case, the unit support is basically 'extra damage' instead of buffs.
Basically, Neptunes are team synergy units. They work best using their crit-boosting ability after being buffed by the soldier, laying down a round of suppressing fire on a group debuffed by the captain, then activating overwatch (5 points stabilize platform, 5 points suppressing fire, whatever remains in OW). A particularly tough survivor might take a follow-up headshot from the crit sniper, thereby keeping the team safe.
Meanwhile, Hydras are fairly independent units. They don't really require buffs from anyone--fire damage is not multiplied by crits, so there's no reason to stack it on them. But their damage has an upper cap, and what they really want is a teammate who is designed to throw some additional AoE damage on them, like the plasma soldier. Or a ranged fire captain, even.