To be fair, attention is a resource. But so far as I’m aware, if the tactical jump has started before the fungal is cast, fungal will not stop it. Fungal prevents its use, it doesn’t stop something that is already active. It’s like hitting blink stalkers with fungal after Blink is on cool-down.
I actually think this is a weird quirk of Parabomb specifically, rather than anything else, since Parabomb stops following Vikings when they go into ground mode. I’m not 100% sure if it’s intentional (I think it is) that Parabomb doesn’t follow BCs through a tac jump, but it would make it unlike any other spell in the game.
Neural is a little different though since you’re forcing the jump yourself with Neural Parasite, and you’re forcing it to stay in the range of the infestor. That said, I see where you’re coming from here.
They absolutely do not. Equal supply of corruptors will beat equal supply of BCs in a direct fight, assuming equal upgrades. Remember, corruptors do bonus to massive air, and have 2 base armour. BCs are much stronger vs ground units than they are air units, and that 2 base armour makes a huge difference since they do 5 damage to air units at 0/0 (8 at +3) - meaning they only do 3 damage to corruptors at base. By contrast, corruptors do 17 damage to BCs every shot (20 damage total to massive -3 armour) at base. By 3/3 this means that BCs do a whopping 3 damage to 3/3 corruptors (8 damage - 5 armour = 3 damage per shot) while Corruptors do 20 damage per shot at 3/3 (26 damage vs massive - 6 armour = 20)
I’m going to be honest, I have no idea what you’re saying here. That reads in a manner that’s completely nonsensical.
The point of that argument is that the BC was quite literally a paperweight. Again, a short range, slow moving unit. With no range and no ability to catch other units, they can’t really do damage, and are therefore a (very expensive) waste of money that serves no purpose in the game, while also having the longest build time in the game and being incredibly slow to build numbers. BC transitions weren’t viable before tactical jump, and removing it would make BCs useless again.
I think I understand what you’re saying here, but again, with your grammar and English (I assume it’s your 2nd language), it’s really hard to tell.
Early BCs is a massive, massive sacrifice for Terran; each BC you’re building at that early stage of the game must get significant damage done to be worth it. Drone kills are a must - often we’re talking about an entire mineral-line’s worth of drone kills in order to equalize the cost of the BC, the fusion core and the Starport build time (which is over a minute that could be utilized for other units like ravens, banshees, medivacs, vikings etc - in the time it takes to make 1 BC you can literally build 4 vikings, assuming a reactor).
The thing is, all Zerg needs to do to deal with early BCs is to make queens and spores, both of which they were already going to make. You’d need to pull your creep queens back to defend, and likely your inject queens too, but they can ward or potentially kill a BC.
Once corruptors are out - and you don’t need many - then you’re safe against a couple of BCs. Mass BC is different of course, you’d need a much larger force of corruptors to deal with BC en-mass, but it’s definitely doable.
Context??? Are we talking Mech or bio? Either way there’s solutions to both.
Mutas literally haven’t been touched in the entirety of legacy of the void, and nor have their counters, aside from the liberator who’s anti-air got repeatedly nerfed into the ground to be so bad that it’s genuinely laughable. Not that libs could kill mutas anyway.
Eh… Hydras are a poor choice not because of the move-and-shoot ability but because of the BC’s high armour values, making their DPS a lot less effective. Still, with Microbial shroud over them they can work in a pinch, but you’re always going to be better off with corruptors anyway.