The new Secure is not Onsal Hakair or Seal Rock; its overall design doesn’t take into account the typical "horde stomp" behavior of NA players.
Secure is intended to create a three-way conflict, with teams contesting control over three separate fronts—left, right, and top.
However, in practice, many NA players treat it like just another Onsal Hakair, mindlessly zerging objectives instead of playing strategically.
You can refer to the video below to see how Japanese alliances approach Secure.
In the JP region, players tend to split up efficiently, follow commands, and coordinate.
Everyone understands their role, and you rarely see the kind of internal resistance to leadership that’s common in NA matches.
https://www.youtube.com/watch?v=3Oz4PKmSIbU
There’s no way Square Enix intentionally tuned Secure or Shatter to play like another Seal Rock.
These modes were clearly designed with distinct objectives and map structures in mind.
Secure encourages multi-front engagements and coordinated control of outposts, while Shatter is built around burst-objective spawn timing and AoE-focused teamfights.
Yet in the NA data centers, player behavior often reduces these modes to mindless zerg-fests, completely bypassing the strategic depth built into them.
Instead of splitting to contest multiple points or timing engagements properly, teams just blob together and roll from fight to fight; treating every Frontline map like a reskinned Onsal Hakair.