Brink Walkthrough Primer Guide
Save or escape the Ark. Our Brink Walkthrough Primer Guide gets you ready for the fight with details about matches, weapons, and challenges.
Classes and Abilities
There are four classes that can be used from the start of the game. You can select a preferred class to spawn in as for the start of the match, but can also instantly switch classes at a command post. As you level up you will gain points to spend on various abilities. Which abilities you can purchase from are restricted by your overall rank. Additionally, as you level up you can unlock body types to change movement speed, health, and equipment choices.

Soldier
Soldiers' key abilities include Destructive objectives with their HE Charges. At their base skills Soldiers can restore ammo and throw explosive Molotovs in place of grenades.
At rank 2 Soldiers can give themselves armor piercing rounds, throw flash bangs, gain supplies from dead enemies, and quickly restore their grenade timers. With Rank 3 Soldiers can equip Kevlar armor and increase magazine size. Advancing to Rank 4 will allow soldiers to have increased grenade radius and damage. Finally, at Rank 5 Soldiers can place remote detonated satchel charges.
An offensive based Soldier will most likely want to gain Extra Magazine and Kevlar Vest, along with Combat Intuition, Battle Hardened and Sprinting Reload from the general abilities. A More supportive Soldier will want Scavenge, Supply Max Increase and Resupply Rate Increase for sure.
Medic
A Medic can heal and revive teammates with their medical syringes. They can also do the same with human Escort objective VIPs.
At Rank 2 they gain abilities to boost health regeneration, temporary invincibility, increase supplies by one pip, and can give supplies to allies. With Rank 3 Medics can purchase another supply pip and boost a teammate's run speed. At Rank 4 Medics can further increase allies' health with a second pip and can self revive when downed. Their final ability at Rank 5 allows Medics to throw a revival grenade at all allies in the area.
Medics can be used as tough tanks with Improved Increase Supplies and Improved Life Buff, especially with a Heavy body type. However a more traditional supportive Medic will want Transfer Supplies, Speed Boost, Adrenaline Boost, and Lazarus Grenades to help teammates.

Engineer
Engineers can complete Constructive Objectives (Including broken machinegun nests) and can even counter HE Charges and Hackboxes placed by enemy Soldiers and Operatives. Additionally they can improve an allies' damage output and place hidden mines. Mines are armed when an enemy steps on them, but don't explode until they step off it. During this time an enemy Engineer can disable the mine.
At Rank 2 Engineers Can give their allies armor, build faster, and can deploy light turrets. At Rank 3 Engineers can upgrade command posts with an extra health pip and use stronger turrets. Advancing to Rank 4 will give Engineers a bigger weapon boost and allow them to place two mines at once. At the highest Rank of 5 Engineers can place their strongest turret.
Offensive Engineers will get the biggest bang from not only Improved Weapon Buff, but also placing a Gatling Turret near chokepoints and key objectives. A support Engineer will of course want to place down a turret, but also have access to Extra Kevlar and Command Post Upgrade. As you'll be completing many objectives it's also a good idea to have Sense Of Perspective.
Operative
Operatives can complete Hack Objectives by placing a Hackbox on the device. They can also discover hidden landmines and disguise as dead enemies.
At Rank 2 Operatives can make it harder for enemies to capture command posts, can spot enemies through walls, reveal all enemies on the radar, and throw sticky bombs. At Rank 3 Operatives can throw down caltrops and hack enemy turrets. At Rank 4 Operatives can take manual control of allied turrets and can explode when downed. Last, at Rank 5 Operatives can throw EMP grenades to stop turrets, mines, radars and further hamper Hackboxes and HE Charges.
An attacking Operative will want to make use of Caltrop Grenades to harm enemy forces, and Control Turret for heavy damage. Sticky Bomb and Cortex Bomb are also good for disrupting the enemy and getting the last laugh beyond the grave. Supportive Operatives will want Homing Beacon and Comms Hack to keep their allies informed at all times. They will also get quite a bit of use from Silent Running and Sense Of Perspective.
General
There are universal abilities that can be used by all four classes. In general, you'll want the abilities that add pips to your health and supplies. Sprinting reload is helpful if you are mainly an attacker, even more so if you're a Light body. Perspective is good for classes that will be completing many objectives, namely the Engineer and Operative. Downed Fire is great because many enemies will often ignore your fallen body to deal with your allies, leaving them shocked when you continue to attack.




