The problem with second chance:
When the player goes into second chance theres a split second of invulnerablilty which unbalances the fight, and possibly due to lag, its not always consistant i.e. sometimes people are still invulnerable when they shouldn't be any longer and some people seem to be able to shoot back during the period they are immune to incoming fire (again possibly due to lag).
Personally I hate it when I enter a room, down 2-3 guys then get killed by the one who goes into second chance because he was invulnerable when I needed to be able to shoot him again, I had to switch to the next guy to kill him before he killed me but don't have time to switch back to the guy in second chance before hes got his pistol out.
The next problem to it is that unlike other "lame" perks like noobtube, marty, etc. which can be effectively beaten by using a higher level of skill i.e. good positioning, prediction, etc., the most effective counter to second chance is as lame or lamer than the perk itself i.e. using a high rate of fire spammy weapon, explosives and so on. As a player who likes to use short controlled bursts of fire and chosing weapons that suit that i.e. high damage, high accuracy, low rate of fire, its really annoying that a player goes invulnerable to you mid firefight.
Basically my opinion is its a crutch for low skill players and no self respecting player will use it, at best they could fix it so that the delay before pistol comes out is longer so it works well for longer/ranged fights but doesn't lower the skill involved in CQB.