I agree, Dharion. 2.0 killed the game, but it's a symptom, not a cause. The cause was that the development team doesn't understand the global FPS market. The F2P model only works if the product you're offering is actually worth something on the market. Did this title compete with other FPS titles at the market price? Would someone buy this game for $30 or $50? Because, the funny thing is, the money isn't the main obstacle. It's the time that wouldn't be spent playing other "less fun" games.
The entire point of a game, especially a competitive game like a FPS, is to provide fun to your target customers. The goal of Neople and Nexon should have been producing a game that people would want to play INSTEAD of playing any other game in the industry. Did they do that? Obviously not. They don't understand the FPS market, and what they were offering wasn't substantially different than what other titles in the industry offer, and it didn't do anything "better" than any other shooter.
In the end, they failed to meet the expectations of the market. They leaned entirely on the IP to push a very sub par shooter. Very basic mechanical concerns, such as TTK, accuracy, weapon balance, and latency were never figured out. They dropped a beautiful but poorly balanced IP on top of a very mediocre foundation and it collapsed. Shooters rest on the fundamental mechanics first. Everything else is fluff. Nexon focused on the fluff, not the fundamentals. That's why the game is closing.