Borderlands 2.0 is an improvement over the original (unlike Shatter), but that's not saying much. Borderlands was always the map I wanted to skip, because majority of the time it devolved into moving as a giant group to capture an adjacent flag, only to find almost nobody was there and then realizing the other team is in the process of capturing your other adjacent flag on the other side of the map, then running back and forth. Large skirmishes for flags were rare, and almost always interrupted by either A) Mid objectives spawning, or B) The third team scumming all the other flags while the bulk of the other 2 clash on one(still happens).

What 2.0 does well is giving quicker transportation to mid, having a clear indicator when mid is spawning (as opposed to having someone "in the know" keeping track of respawns based on last node's ToD), having a few more flags to encourage slightly more movement, and node mechanics are a little more varied and chaotic than simply targeting them and spamming damage like on ice in Shatter. I don't know how I feel about getting Battle High off simply hitting nodes at mid... I mean yes, I can benefit from it, but it makes nodes way more valuable than they should be. Battle High should be what you earn from attacking other players, not from hitting point piñatas.

What bothers me about 2.0, is now an even heavier emphasis on fighting nodes and drones at mid instead of other players. I mean, yes, you can attack other players at mid (and people do), but while flags are important to control, the frequency of mid drone events constantly feels like the mid timer is purposefully breaking-up flag skirmishes every minute and calling people to come to mid to whack training dummies, made easier by the warps right next to the flags. It's weird, but the silver lining I guess is some people are going to earn your team points by focusing on nodes, while others can headhunt stragglers and overextended enemies.

The other thing about 2.0 that is going to be either a love-it or hate-it is that Secure is "comeback mechanic: the map." I mean really, from Shatter 2.0 basically exemplifying "teams with a good lead almost never lose it" to Secure 2.0 flipping it to "having an early lead means almost nothing other than you'll get double-teamed if the other teams aren't sharing the same brain cell..." This was somewhat true of Secure 1.0 anyway, but I've seen such radical and rapid shifts of leads in this one mode today than most other matches in my years of Frontlines. Basically, if both teams decide you don't deserve your lead anymore, there is very little you can do other than back-off and be pushed to your spawn and lose all your flags and access to mid until someone else takes the lead, or pray that they come back into conflict with each other over their adjacent flags and forget your team still has the lead.

Hell, I've seen almost-distant last place take the win at the end because they teamed-up with the other team to stop 1st place from winning with 200 points to go. Scummed all the flags and mid while 2nd place zerged 1st's respawn for the better part of 3 or 4 minutes. When 1st pushed-back 2nd, 3rd was there from the other side. Depending on who you ask, this is either a good thing or a bad thing. I think PotatoTree makes a lot of good points though about this map being the hardest 2v1 to prevent, and yes, majority of the games did in fact feel like a coin toss until the last couple minutes.