On this at least, a not insignificant part of it has to do with… the quality of our playerbase. Ground RB is surprisingly more civilized despite the whole WW2 german tanks attracting a certain audience, but frequently in air RB I’d see players say some rather heinous takes about the (lack of) humanity of entire groups of people just because of what they were born as or which country they happen to live in.
This discourages the use of chat significantly.
For teamwork itself, it seems to vary significantly between day of week, time of day and what nations are on your team. As a rule of thumb I found as a middling player - when your team has mostly minor nation players, you’ll experience more teamwork and mutual support over the default big name big three. Italy tends to be, ironically (given their… questionable tanks), one of the better sources of “hey, these folk will carry a victory for me”.
There’s also counter-productive systems of incentives. For people wanting permanent service record scores - assists and objectives are not visible. You could be an amazing light tank player who gets over 10+ if not more assists each match and highlighting every enemy, but because you did not get any kills - none of that achievement is recorded. You could be a rat who maneuvers around the enemy to back cap them after they moved off the objective and finish a match with 5 captures, but again - nothing outside of maybe a better win rate.
And of course rewards for capturing as well. If multiple tanks are taking a single obj, everyone gets less rewards. If your tank is slow and you reach the obj too late - you traded position for essentially nothing. If you take the enemy objective in [Battle] mode and bring it to almost 75% captured and then die to a PE8 dropping a bomb on you - no reward either, even if your team finally rolls in and takes it a little afterwards.
Heroes & Generals - another WW2 F2P combined arms game with some frustrating P2W mechanics - improved incentives in objective gameplay. The actual capture zone and the bonus rewards areas were different - you’d get extra reward for actions even if you did not directly enter an objective. Killing enemies while holding point gave extra score, killing enemies on point from afar gave extra score too.
The above, of course, does not nullify my earlier point that Ansaraina had sort of said so themselves - position/locations tend to determine who wins, not the points captured. Sometimes these overlap, sometimes they don’t. During my 2nd battle of El alamein matches, pushing too aggressively to get a point tends to favour the team that pitches camp in various sniping positions and picks off the enemy team. Sinai also feels similar - teams that commit a lot of tanks to the town objective tend to lose to ones that took their time to drive behind the other team to farm them from a better angle. I’ve had many games that look like a guaranteed win suddenly turn into half my team gone while the enemy was still in full force, and games where we were 50% gone ticket-wise from caps but had a full team and won handily after the enemy team had a few players leave after 2 deaths.