Previously it was :
Captain Aura change:
VET 0 AURA Buff
-non-exclusive 10% received suppression
-non-exclusive 20% recieved damage
-non-exclusive 0.004 regeneration
-non-exclusive 50% health bonus (emplacements)
That, for instance, is wrong.
It was a non-exclusive 50 percent less recieved suppresion buff.
Stacking with a non-exclusive 50 less percent recieved suppresion buff at vet 2.
So either it has now been made OP, and tommies will take 10 bursts to get suppressed from an HMG42 if there's a vet 1 captain in the sector(which is unlikely), or it has been made utterly useless, and it will take one more round from an HMG42 to suppress them, instead of letting them walk through one burst, and get suppressed by the second.
With a vet 2 captain, they would be able to walk through 4-5 HMG42 bursts, or not get suppressed by 2 nebelwerfer rockets. Considering the vet 2 captain is as easy to kill as a sniper with a motorcycle(it only likes to survive through 6 direct hit ostwind shells and howitzer shells), that's a fair trade off for a very hard to vet unit(it basicaly needs 130 enemy men(or 65 ubermen, such as KCH) killed in the same sector that he is, unless you're using FOO, which just got nerfed).
The problem was with 2 vet 2 captains stacking, which let a tommie squad not get suppressed by an entire nebelwerfer barrage to the face, or by 20 HMG42 bursts, and I understand why the stacking was removed.
I will agree being able to stack 2 vet 2 captains together again, and get a total of 0.64 recieved damage and 1.3225 health buff - which means it's basicaly doubling the health on tommie squads, was silly. Yet again, a problem from stacking, not from the captain buffs on their own.
A vet 2 captain used to be able to give a total of 43.75% boost to a unit's health.
Now it will be able to give a 22 percent boost to a unit's health. I guess it's much more in line.
However, the suppresion buffs need to be reverted. 19 percent less recieved suppresion from a vet 2 captain? That lets you ignore 2 more bullets from an HMG42 before hitting the dirt, how is that even remotely useful? It's the same as T1 buffs, that you don't even need to pay resources, or popcap, or be in friendly territory, or have to drag around a fragile unit with you to get them. You also don't need to spend enormous ammounts of time trying to vet up that T1 buff before it actualy does what it does - fail. Sorry, but paying 10 less munitions(which I can't even take advantage of, if I want to keep my vet 3s) for basicaly having no more defensive infantry counters to HMGs(or even IHT charges) really doesn't make it fair.
I will not even begin to nitpick the lieutenant, he just dies from a mere fart, his vet 0 buffs were always kind of fail, and his vet 2 ones are basicaly imposible to reach with his pisspoor survivability.
It will fire much slower now, mukip, due to the exclusive buff removals to the firefly from the CCT, on top of them