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With low- and mid-level teammates, I alternate Push and Attack (it depends on the race type, but for Touring class for example, I tend to employ Attack for long straightaways, very mild gradual curves, and sometimes for slow hairpin turns where traffic bunches up and positions can quickly be gained; otherwise I leave the orders on Push). Since I'm usually so far ahead of my teammate that I can't see their dot on the minimap for much of the race, on the occasions I can see them on the minimap, I try to extrapolate when they will be approaching different sections of a given track in order to time my team orders changes. I guess I could use the team radio to determine roughly where my teammate is on the track (their lag time relative to my current location), but I never do. A few of my mid-level teammates even finished second in the driver standings for some championships. For high-level teammates, I leave them on Balanced if they are in second place. If they are below second place, I alternate Balanced and Push (instead of Push and Attack).
Likewise the event matters. E.g., in my experience, you can leave the orders permanently on Attack for Time Attack races, and even a low-level teammate tends to perform decently. In two-race Touring events in which grid order is reversed for the second race, a low-level teammate might finish in the bottom 25% of the first race, but shouldn't finish in the bottom 25% of the second race.
Perhaps I am completely wrong, but there appear to be certain areas of certain tracks where scripted events can sometimes occur (if not scripted, wrecks and spin-outs seem to at least be more prevalent in these areas), and I make sure my teammate isn't in Attack mode when they approach these points.
Having just started a third fresh career playthrough (default difficulty, except flashbacks and traction control turned off) through the first 3 championships of each discipline plus the GRID Series Grand Slam, my teammates did well enough for us to top the team standings in all 3 low-tier championships for Touring, Tuner, and Street, as well as the GRID Series Grand Slam. In the 3 low-tier Endurance championships, no combination of team orders improved my teammates' performance enough to best Ravenwest. In Open Wheel, since the second race of an event inherited the qualifying grid order and my teammate (from Razer Motorsport) tended to qualify near the back of the grid, my Razer teammate for the first two low-tier championships didn't perform well enough for the team to dethrone Ravenwest. However, my teammate (from Cusco Racing) for the final low-tier Open Wheel championship was able to perform well enough for the team to finish first in the team standings. Open Wheel drivers seem to be less accident prone than Touring drivers, so I tend to be more generous with Attack mode with them.
But I don't like babysitting my teammate while I'm busy with my own race, and I wish team orders had not been a feature in this game.
Gonna try it out. I left my Dudes on Atack most of the Races and that often ended in them having Crashes. I should switch that a lot more.