Advancing Tiers & other tips from MistressCosette WGT blog


ADVANCING FROM TIER TO TIER
From: MistressCosette Blog 

Your average has to be at or below a certain number 
AND get minimum number of tier ranked rounds. 

Ranked Rounds - Average
5 - 100  hack to amateur
10 - 80  amateur to pro.
20 - 72  pro to tour pro
25 -67  tour pro to Master
40 - 63  Master to Tour master
50 - 61  Tour master to legend 
500 - 60  Legend to Tour Legend*
200 - 57  Tour Legend to Champion

DO Count
• Playing a 9-hole round and scoring 
 doubled by WGT and counted for or against your average, 
• Tournaments in country clubs or WGT tournaments
• Beating a higher-tier player in single match play 

DO NOT Count
Closest to the hole (CTTH), 
Practice, 
Alternate Shot, 
Match play LOSSES, 
Skins, and Blitzes  

ONCE YOU GET IN THE MINIMUM NUMBER OF ROUNDS AT THAT TIER. So, the key is to play at that tier as much as possible no matter how lousy you do in a round. Ultimately, once you get to that minimum number of rounds, those previous bad rounds will be "squeezed out" by any round you play from that point on and your average will never go up AT THAT TIER. Once you get to the next tier, the first round you play becomes your base average and you work from there. Some people bail out on a lousy round and end up screwing themselves out of a score because they are afraid of increasing their average. WGT doesn't want you to know this because you'll spend a lot more money on ball hits by playing all those other formats and being fearful of raising your average, so they don't explain it very well in the Help/FAQ section. 



Balls & Spin
With no wind or green contour left or right, the blue line shows it dead on the flag-stick. 
With wind or contour, the blue line shows a shift left or right, 

Long irons have no forgiveness on  75% - 90% miss hits so finding a club & skill between 95% - 100% is best option with much better ball control. 

A slightly late hit won't affect distance much & adds some spin and loft, makes the ball go right, lower, farther and is not affected by the wind as much.

A slightly early hit will knock the shot down and rob you of distance, will make the ball go left, higher and catches the wind more.

A 20-25% lie actually throws the ball a bit shorter, because there is less grass behind the ball increasing the spin contact. 
A 40-50% lie with more grass behind the ball, kills spin factor and throws it farther. 

No spin fly lower, less wind less affects, bounce less steeply, and roll farther. 

Over or Top Spin help drives up hills.

When Hit % is less then 98-100%
A PARTIAL backspin will launch for maximum distance. 
-45% No Spin balls 
-75% Medium spin balls 
-100% High spin balls 

Balls with a spin rating of 4.5 to 5.5 will travel MUCH higher and land MUCH softer 
than starter balls, and have a "bite" factor even without ANY backspin.


More Tips

Buy Big Bertha, do not by balls & save balls balls you get Free for Master.

Use 1 of 2 Free Country Club passes for the 1st game of each new WGT Day to give CC 880 Exp points. Playing random 3 on  practice course is fast & avoids losing daily bonus if the game drops due to server problems for you or your opponent.

When it is your turn in a multi play mobile game go to the Left 3 Dot menu & select End Game. 

To sell mobile equipment select clubs & click on “Sell Equipment. You can sell clubs that are not equipped and in your bag. 

The biggest factor in getting your timing down is to match all clubs with SAME METER SPEED.

Meter forgiveness compensates for inaccurate math, improper spin, wrong club selection, and lousy aim. So the meter will  speed up or slow down to not only throw your timing off, but send ball where you don't want it to go. 


100% easiest to hit so make a list in order of distance shown for your clubs and each possible skill.

Pitch & Putt mode shows the break of the green. 

Green speed factor =
Green Speed divided by 9
     7.4  SLOW                1.216
     7.9  STANDARD       1.139
       9  FAST                   1.0
     10  VERY FAST         0.9
     11  TOURNAMENT   0.818
     12  TOURNAMENT   0.75
     13  TOURNAMENT   0.6923
Multiply by Target Yards 
Then add to Target Yards 

Tee Colors 
Regular       Practice 
Blue            Orange         Hack
White          Gold             Tour Pro
Yellow         Green          Master
Blue            Champion    Legion 

Target Yards   =   Equipment Skills
     Distance                   Club
     Elevation                  Skill
     Hazard Lie               Swing %
     Wind                        Ball Extra %
     Green speed           Ding Meter
     Grain
     Break

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