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And since the southern cap zone has been moved to the west, it allows the eastern team to control a bigger part of the cliff (because they now spawn closer)
My biggest problem on Mozdok is that it's much more difficult to avoid being engaged by multiple opponents than on maps that offer more cover, and that the distances are much longer.
For someone who loves flanking it's a pain in the ass. On an urban map, taking a tank from the flank might take 10s, on Mozdok it's minutes.
And Gaijin adding various variations with parts of Mozdok doesn't ease the pain.
And yeah, it only takes one player to get the closest point on the 3 cap variant. The team that sends more to the middle gets a clear advantage. I've seen comebacks, usually when the rushing team neglects to cover flanks, but otherwise it's an uphill job.
Ican agree with you that it changed nothing. With the el map, it switched it around. That town was almost always deserted and had 4 tanks at most typically, where as now it's more popular.
This in no way ruins the map, since climbing back into the dunes is what people *still had to do* before except now that part is more popular so more people have to get back up there.
It changes things around in no way for the worse.
Right now people seem to be focusing on the most isolated and therefore least important point.
By no means does it ruin the map, it's even a change for the better because it makes the south-west more relevant, but the playerbase is overcompensating imo, for the moment at least.