Ingress Useful Tips

EclecticMatt/ April 8, 2017/ new/ 0 comments

very different post this week, speaking at length about one of my hobbies with a summary of useful tips and tricks about Ingress – so feel free to scroll past if that isn’t your thing!

This is a collection of advice and techniques that people seem surprised when I tell them, so I thought I would gather them here as a reference guide.

I’ll start with some general techniques and then move on in later posts to some more specifics for badges and levelling up quickly. I’d love to hear your comments, suggestions or feedback so please feel free to add them in the comments section below.


Ingress Tips and Tricks

General Tips:


General Tips

Quick key farming

Items needed: 1 Jarvis/ADA, 2 common heat sinks, 1 resonator (low level preferred) and a burster or two

This works best for opposition or neutral portals, however if the portal is already owned by your team but there are mod slots free and you know your team won’t mind then you can get away with it. You can get 3 hacks in a minute or so, which can be up to 9 keys with the new extra keys!

Assuming that you have a neutral portal, follow these steps:

  1. Deploy a low level resonator on the portal in the slot closest to you
  2. Hack (remember to long press and request “more” keys in the command menu)
  3. Install a common heat sink, which resets the hack cooldown
  4. Hack (long press and “more”)
  5. Install a second common heat sink
  6. Hack (more) – that is your three hacks so it’s time to do your civic duty and make the portal better
  7. Use the Jarvis/ADA to flip the portal to the opposition faction
  8. Smash it (if you deployed a level 1 resonator close to you it should only take a couple of bursters)
  9. Finally, recapture it – fully deploying and adding some better mods

As an extension, if you know that no-one else on your team will mind then you can repeat steps 1-6 for a further three hacks… but remember you can’t flip using a virus for another hour.


 

Quick portal actions

Items needed: none

This is just a reminder that you can speed up actions carried out while moving past portals, either walking fast through a dense portal area or travelling by bus.

If you come across two portals close together, you can quick hack (tap hack) the first and then immediately select the second and glyph hack. This ensures you get a hack out of both portals and gets a bit more kit than tapping both.

Cancel everything quickly by pressing the back button. After glyph hacking, throwing a link, recycling items, or making a field, you usually get a time-consuming animation but you can cut that short by cancelling. If you need to move on quickly, you can throw multiple links and fields in a few seconds by cancelling as soon as these animations have started.

When moving past a neutral portal, deploy a few resonators as you get within range, then switch to mods as you pass the centre, before switching back to resonators as you go out of range. You may not get a perfect deploy but you can avoid really terrible deploys.

Finally, remember you can save vital milliseconds by tapping the portals before you get to them and waiting with a finger on the hack/deploy/mod/link/recharge button. As soon as you get in range, the button will light up. I have heard reports of the GPS not tracking accurately in the portal menu but in my experience this is a very reliable way to interact with a portal as soon as possible.


 

Resonator deploys

Obviously the best defensive resonator deploys are the furthest from the centre as possible by standing on the edge of the deployment radius. However, you can improve this by spreading the resonators – my preferred pattern is 8, 4, 6, 5, 7, 4, 6, 5. This means that players attacking the portal on one side will have a harder time taking all the resonators off.

Another good tactic is to consider where the opposing players will be when attacking, and to deploy the highest level resonators on the far side. For portals behind fences or near roads, remember to deploy the highest level resonators on the far side. Especially for two portals close together, deploy higher level resonators on the far sides of both – that way a player trying to save bursters by standing in between them will have a harder time.

Resonator and Portal Levels

Remember they way that portal levels work – they are the average of the resonator levels.

There are two ways to quickly work this out depending on your mental maths skills:

  1. Match up the resonators to find the level – this could be thought of as “cancelling out” the resonator levels – so to work out what is needed to get a portal to a higher level you can work out which lower level resonators cancel out the higher level resonators. If a portal is Level 5 overall with one player’s maximum resonators (8, 7, 6, 6, 5, 5, 4, 4) then the L7 resonator can be viewed as “cancelling out” the L5 resonator, and the L8 resonator can be seen as “cancelling out” one of the L4 resonators. In this way, one other player upgrading the remaining L4 and L5 resonators to L6 resonators, the cancelling out will leave a Level 6 portal overall
  2. Add up the resonator levels and divide by 8 – you can save time by using multiples – so portal with 5 x L7 resonators (35) and 3 x L5 resonator (15) is a total of 50, which divided by 8 equals 6.25 so the portal will be Level 6 overall.
  3. If you like the adding resonator levels method then you can “translate” portal levels into total of the resonator levels as follows:
    1. Level 1 is special from 0 – 15 (no resonators to a single L1 resonator with seven L2 resonators)
    2. Level 2 is 1623 (eight L2 resonators to a single L2 resonator and seven L3 resonators)
    3. Level 3 is 2431 (eight L3 resonators to a single L3 resonator and seven L4 resonators)
    4. Level 4 is 3239 (eight L4 resonators to a single L4 resonator and seven L5 resonators)
    5. Level 5 is 4047 (eight L5 resonators to a single L5 resonator and seven L6 resonators)
    6. Level 6 is 4855 (eight L6 resonators to a single L6 resonator and seven L7 resonators)
    7. Level 7 is 5663 (eight L7 resonators to a single L7 resonator and seven L8 resonators)
    8. Level 8 is also special and has to be 64 (eight L8 resonators)

Extra Resonator Tips

If you’re going through an area with oppositon players you want to annoy, remember that deploying only one or two high-level resonators far away will be far less AP for them when they come to clean up the mess. Add a shield for extra annoyance. In the end though, the game is there for both teams to level up – and you gain more AP for creating than destroying.

Finally, an advanced technique for modded portals you would rather stayed yours is the “close deploy” or “alert deploy”. By deploying a single resonator on top of the portal (with the rest as far away as possible) then you will be alerted to opposing players using ultra strikes to knock the mods off.


 

Portal flip-flop

Items needed: At least 1 Jarvis and 1 ADA

There are many cunning uses for the viruses – Jarvis and ADA – which people often forget. Aside from the best use – making pineapples – and secondly turning a strong opposition portal to the “correct” colour, they also have some advanced uses.

Portals with strong hack mods can be protected from opposition players for one hour by flipping to the opposition colour. Once turned to their colour (so long as the resonator and mod slots are already filled up) then there is virtually nothing the opposing players can do to harm the portal (except for reducing the portal energy to near zero using multiple frackers). Any viruses used within the hour cooldown will be lost. This technique should be used when your faction will benefit more from the hacks in the long run – otherwise you are potentially helping the other faction more.

Once flipped – so a portal is turned to the opposing faction colour – you can also:

  • Improve the mods

Before flipping the portal back to your faction, remember that you can use ultrastrikes to remove the mods and once flipped you can add better ones!

Remember that all mods will belong to the player who used the virus, so one player cannot add any mods if there are 2+ mods remaining on the portal before flipping back.

Also bear in mind that you can’t pick which mods to smash off, it is a game of chance. You can improve the odds with lots of low level (1-3) ultrastrikes which have a much lower chance of knocking off mods with high stickiness (rare, very rare, AXA shields) but a fair chance of knocking off common shields and hack mods.

  • Improve the resonators

For an advanced challenge, players who can access the area surrounding the portal can ultratrike off any badly deployed resonators and these can be redeployed once you flip the portal back.

Once the one hour virus cooldown has passed, and with the help of one other player, you can:

  • Boost the portal to a higher level

This is achieved by flipping the portal back, which makes all mods and resonators belong to the player who used the virus – player A – and getting player B to upgrade the portal.

As an extension of this, if the same few players come past a portal and deploy level 8 resonators, then by flip-flopping you can make a (dirty) level 8 portal:

  1. The players add their level 8 resonators
  2. Player A flip-flops (meaning that all resonators belong to that player)
  3. The other players upgrade the remaining resonators
  4. Repeat steps 2-3
  • Reset the portal burnout for one player

If player A has already burned out the portal and deployed both mods, get player B to flip-flop it and then player A can add a heat sink to reset their hack count. If player A had been hacking a multi hack modded portal then player B will still get the same number of hacks as player A from that point on.


 

Hack mod usage

Items needed: As many multi hacks and heat sinks as possible

OK, let’s start with the basics. Without any hacks mods, you can hack a portal once every 5 minutes – the hack cooldown. You can get up to 4 hacks – the hack limit – before the portal is burned out. You must wait 4 hours from the time you first hacked the portal before the burnout resets.

Multi hacks increase the hack limit: the number of hacks before you burn the portal out. If the portal is already burned out, so long as an equal or higher level multi hack has not been smashed off, then you can get more hacks by adding a multi hack. An example of the exception noted here is when you have burned out a portal that had a rare multi hack (12 hack limit), which then gets smashed off by an opposing player (back to a 4 hack limit). You will still be burned out by adding a new common (8) or rare multi hack (12) but you could get an additional 4 hacks by adding a very rare multi hack (16 limit). 

Heat sinks reduce the time you have to wait between each hack as well as resetting both your hack count and your hack cooldown. This means you can hack a portal as soon as you have added the heat sink, and you get to start hacking again up to the hack limit. This only applies to the player who deployed the heat sink, however all players will have the time between hacks reduced. On this point, this wait between hacks begins from the moment you get the AP/Glyph score – so for the fastest hacking, using timers, then start the timer as soon as you see your % glyph speed, or when the AP is added in comms/the first item appears from a quick hacked portal.

Advanced use of heat sinks

Heat sinks can be used in clever ways depending on your situation (or inefficient and wasteful depending on your view). For example, if you burn a portal out (4 hacks) but don’t have any multihacks (or there are already multihacks on the portal so it would not help much) then you can reset the burnout with a heat sink and burn the portal out again (another 4 hacks, only faster) before adding a second heat sink (a final 4 hacks, slightly faster still). You can get 12 hacks out of a portal within 4 hours by resetting using heat sinks (only your team mates may not appreciate a double common heat sink modded portal).

Using the “improve the mods” tip from the flip-flop section of this post, you can go even further by burning the portal out 3 times using the tip above then flipping the portal and ultrastriking off the heat sinks. After the hour’s virus cooldown (which is far less than the 4 hour portal burnout cooldown) then flip it back and add a new heat sink. This will once again reset your hack count, allowing you to get a further 8 hacks out of the portal for 20 in total in just over an hour without a single multi hack.

Key hack mod info

Your portal burnout time is individual – specific to each player – and so is your hack cooldown.

If you have the time to wait, adding a multi hack first means you can get lots of hacks slowly until burnout, then adding a heat sink after means you can get the same number of hacks again only more quickly.

Using multiples of the same hack mod reduces the benefits by 50% – so you should always add the better hack mods first to get the most out of them. With an example of a common and a rare multi hack, the order deployed gives the following hack limits:

  • Common (+4) then Rare (+4) gives an extra 8 hacks for a total of 12
  • Rare (+8) then Common (+2) gives an extra 10 hacks for a total of 14

With an example of a common and a very rare heat sink, the order deployed gives the following wait time per hack:

  • Common (-20%) then Very Rare (-35%) gives a wait time of 2 minutes 36 seconds
  • Very Rare (-70%) then Common (-10%) gives a wait time of 1 minutes 21 seconds

Which hack mods should I deploy?

That depends on how much time you have with the portal.

If you are planning to be near the portal for a while, multi hacks are essential so you get more than 4 hacks which will last 20 minutes and then have to wait 3 hours 40 minutes for another.

If you are limited on time, but need a lot of hacks, then one rare heat sink and one rare multi hack will get you 12 hacks as little as around 30 minutes.

The extreme ends of this would be a very rare heat sink and a common multi hack for 8 hacks in just over 12 minutes, or a common heat sink with a very rare multi hack for 16 hacks in just over an hour (depending on exactly when you install the heat sink).


 

MUFGs tips

Items needed: As many MUFG capsules as possible (10-20 is reasonable)

MUFG capsules are obviously a useful tool for duplicating certain items, but they can become awkward and burdensome. Here are a few tips on using them to their best.

  1. Certain items do not duplicate well – you are far more likely to keep a supply of resonators and bursters and other common items from your MUFGs than anything rare and very rare
  2. You should not fill MUFGs to their limit – you should always keep a few slots free. Items in MUFGs have a chance of duplicating each day and you need to have both inventory space and room in the MUFG
  3. Keep your MUFGs categorised by the number of items in them – the numbers to store is not an exact science, as it relies on MUFG duplication probabilities, but I like to keep 95 resonators in MUFGs grouped together, 96 bursters, and 97 “other” items so that I can easily tell what is in each MUFG from the menu by looking at the number of items
  4. Try not to avoid moving items in and out of MUFGs – lots of reports, which matches my experiences, show that by moving items out of MUFGs you can prevent duplication during that 24-hour cycle

 

Pineapple Supplies capsule

Items needed: One MUFG or capsule containing 8 level one resonators and 2 link amps, plus 1 Jarvis/ADA depending on your faction, PER pineapple surprise you want to leave

The problem I was finding with giving the other faction their recommended dose of vitamin C and leaving them pineapples all around the place was that I kept going to make pineapples and found I did not have bad enough kit to use!

My solution? A capsule of pineapple supplies – ready to be dropped at any time.

I was finding that I had two portals which needed regular pineapply fun, so my pineapple supplies capsule contains:

  • 16 resonators (level 1)
  • 4 link amps
  • 2 JARVIS

This way, you can keep an eye on the number of pineapples you have available and dump some of your junk kit in there. My capsule takes up 22 slots of space – but it’s totally worth it for a quick pineappling-and-go.


 

Portals of Interest key capsule

Items needed: A capsule or a key locker, plus one key for each portal of interest

This is another bonus for those agents who have difficulties using the Intel Map and other similar tools. Where you are aware certain portals can be problematic, or you want an easy way to check on distant portals of interest (such as home and work portals, and pubs frequented by the other side) then keep a key for each portal in a capsule or key locker.

You can then quickly check through the scanner on the portal level, and easily click in to view the mods and links on these portals.

It easily becomes a regular habit to flick through the Portals of Interest capsule to see the status of those important portals – and arrange for action if you notice the portal level going up and very rare mods being deployed!


That’s all for this set of tips – hope you found some of them useful or interesting.

I’ll be back with another post on Ingress levelling up tips soon, so stay tuned!

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