There are a few key differences between WWII and CW that warrant changes to the CW caps in standard battle. Though I will admit I think the main issue is at era 2.
- Smoke Screens. Smoke Screens don't exist in WWII.
Their existence warrants changing standard battle cap mechanics so that the base capture is interrupted if a defender is inside their own cap circle.
- CW is played differently and that's okay. It's quite common for the entire team to go one way and it's sometimes the correct play (Dukla Pass comes to mind.) The first few minutes are spent getting map control and sometimes that can't be achieved while sitting on your base "defending" it. So you often have to choose between gaining map control and losing to cap or keeping the base safe and losing to destruction because you're all trapped. It's often not really possible to both defend the cap and obtain map control in the first few minutes.
My solution (as others have also suggested) is to lock the caps in CW standard battle for the first 2-3 minutes of the battle. This will allow teams a brief window to obtain map control before having to worry about being capped. This will also only really affect the very very short games that end in cap where most of the team is still alive. These games award minimal xp, silver, and rewards as little to nothing actually happens in these games.
- Tanks are fast at Era 2 and 3 but they also all travel at very similar speeds. There isn't nearly the variety of speeds that WWII has. This means that when the enemy team gets to the cap usually 3 enemies jump on it at the same time.
i think it would be beneficial to slightly reduce the benefit that having multiple tanks on the cap has on capture speed. The current system is optimized for WWII. Not CW.

