BRINK
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BRINK Abilities Guide
By Dog
A compendium of class abilities in BRINK with an examination of their strengths, weaknesses, applications, and interactions.
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Introduction


A little about 'this guide'

This guide is based on a thread I started in the SPUF BRINK forum. I've updated, changed, added, and removed a few things and consider this guide a 'living' document - I'll be making corrections, additions, and changes as necessary. I don't plan on keeping the forum thread up to date as the thread has died and BRINK is not an outstandingly popular title. If you have any suggestions or corrections, please let me know.

The more I've played the game and read various BRINK forums, the more I've become aware of how subtle some of the ability interactions can be. Abilities I wasn't originally interested in have now become paramount, while I now skip other abilities that don't support my playstyle. After leveling all six (6) possible dual class combinations to 24 (more than once), more than a few respecs, and over 300 hours of playtime I think I've developed a good 'general' sense of the Abilities.

So...based on what I've learned about BRINK's Abilities (and many of the opinions surrounding them) I'd like to share what I've gathered. While this guide offers insight to the abilities in BRINK, it's not a template for building the "best class" - in fact some classes have more Recommended skills than can be assigned at any one time.

Multiclassing

Based on the 20 point system (pre-DLC), dual class characters can be formidable, but going beyond 2 classes dilutes the character's class strength too much, imo. With the additional 4 points made available through the Agents of Change DLC (AoC) it is possible to build a viable 3 class character - but the options are limited and usually require that the character be a bit weak in at least one discipline. Since any character can have 3 assigned abilities, it's trivial to save points on assignable abilities (with the exception of the Engineer's Turret tree) - the trick is figuring out which passives you're willing to give up (either class based or universal).

In BRINK you can have up to 10 characters, so it's not uncommon to build several characters in order to have various class/ability combinations available. There are six unique combinations for 2 class characters, and 4 unique combinations for 3 class characters - with different ability choices the number of unique possibilities to match various play styles is probably around 'a lot'.

Leveling, Ranking, and Saving up Ability Points

Getting all the way to 24 for those extra 4 skill points can feel a bit grindy if you're watching the XP, but reaching rank 5 (level 20) doesn't take forever and you should have several points saved up for your Rank 5 abilities by that time. I usually start saving at around 15 or 16, and always try to have a couple extra points before all rank-ups so I can pick 2 or 3 higher rank abilities immediately.

Ability 'Grouping'

A S S I G N A B L E abilities are bound to an ability key. Each class can have up to 3 assigned abilities available during a match or session.

P A S S I V E abilities aren't bound to a key - they are always active or available in applicable circumstances


Every skill has a benefit to be exploited by the right player.
Universal Abilities
Universal Abilities apply to all character classes.

Regardless of the class you are playing, the Universal Abilities you choose for a character will always be in effect for that character.

All Universal abilities are P A S S I V E

Grenade Shooting (Personal Choice)
► Great for lights with decent aim (can make up for lack of an Underslung Grenade Launcher).
► Can be used like the Molotov to stop plants/repairs/etc.

Battle Hardened (Recommended)
► The description says this is a permanent life buff and you will always have that extra pip, but...
► If you take damage that does not entirely 'empty' the extra pip, it will regen.
► Once 'empty' though, it is like the Medic's Life Buff bonus pip(s) - it doesn't regen like Supply Max Increase does.
► Respawning, Medic Life Buffs, and Field Regen Units refill the pip.
This should be taken later rather than earlier - later in the game it is possible for your team or the enemy team to have up to a 4 health pip advantage on respawn (not including Battle Hardened) - getting used to being a little low now will pay off in the long run. I usually don't take it until Rank 2 (lvl 5-9) or Rank 3 (lvl 10-14).

Supply Max Increase (Recommended)
► One more buff, grenade, mine, revive, etc.
► The extra pip provided does regenerate/refill over time - just like your original pips.
► Don't get caught with your pips down - it's probably best to pick this one early.

Combat Intuition (Recommended with caveats)
► See 'Silence, Homing Beacon, Comms Hack, UAVs, and Combat Intuition' in the Notes and Considerations section.
► Disguised Ops DO trigger CI.
► (As of the 6-23-11 patch, disguised Operatives did not trigger CI, but it is my understanding this was changed back in a subsequent patch)
► Some argue that CI should NOT be triggered by disguised operatives - however CI is not triggered by seeing the enemy and a disguise depends on being seen to work. Whether an enemy is disguised or not should not, imo, effect an ability that is based on NOT seeing the enemy.

Sprinting Grenade (Personal Choice)
► VERY useful in highly fluid situations.
► This is for thrown grenades only - it does NOT affect the Underslung Grenade Launcher (UGL).
NOTE: Without this ability you can initiate a sprint to 'cancel' your grenade - this isn't possible once you select this skill.

Sprinting Reload (Recommended)
► Switching to your other weapon is usually faster, but what if they both need to be reloaded?


Sense of Perspective (Personal Choice)
► Switches your view to a 3rd person perspective while completing objectives, allowing you to use your strafe keys to rotate your view around your character, but doesn't allow your character to move while completing objectives.
► With this ability you can get a clear view of who is shooting you, but you must stop working on the objective to move.
► Without this ability an Engineer can often crouch and move around an objective while completing it, making himself more difficult to hit.
NOT RECOMMENDED FOR OPERATIVES - an OP can move around freely while hacking with his PDA out - taking this ability locks the OP in place making hacking much more difficult.
► Some swear by this skill, but...
► I call this the 'sitting duck' skill - for me BRINK is about movement and this skill takes that away.

Supply Rate Increase (Recommended)
► Pips are what power grenades and some of the unique class abilities - don't get caught short due to slow regen.


Silent Running (Personal Choice)
► Personal choice, with caveats.
► Like Silencers, there are upsides and downsides.
► While it allows you to move around the map (off radar) and take care of business, you will trigger enemy players' CI if you aim at them.
► See 'Silence, Homing Beacon, Comms Hack, UAVs, and Combat Intuition' in the Notes and Consideration section.

Downed Fire (Personal Choice)
► Just the possibility of getting in the last word makes it worth taking for many (myself included).
► VERY useful in some circumstances.
► Some players don't bother killing you when you're down...thank you downed fire.
► Against a more aggressive team or player though, the opportunities to use this skill (with it's 3 second delay) won't be often.

Tactical Scanner (Personal Choice) (AoC DLC)
► This places very small icons just below the target's health, in the same color
► The icons are difficult to see and seem to indicate the class of the buff, not the buff itself
► Considering the pace at which most battles occur, combined with the small size and matching color of the icons, this ability doesn't seem like a high priority pick for combat use.
► A medic, low on pips, could use this to determine who to revive if they don't have Lazurus, it's recharging, or the downed players are too far apart. Reviving a player with many buffs saves more overall team player pips, assuming all members of the team play at roughly the same level.
Soldier Abilities
The Standard Soldier Kit includes:
Ammo Refill (your main, and only, buff / team & self / ammo refill)
Molotov Cocktail (AoE knockdown, low damage)

A S S I G N A B L E

Extra Magazine (Recommended)
► This is the improved version of your main (and only) buff.
► More ammo per pip, less pips required to keep the team flush with ammo.

Flashbang Grenades (Personal Choice)
► Useful when used well.
► Be careful with FF on, you can blind yourself and your team.


Napalm Grenade (Recommended) (AoC DLC)
► Leaves a burning area for approximately seven (7) seconds.
► Can knock down, but not as well as a molotov.
► A good way to supplement route restriction.
► Doesn't ignite targets, but does do burning damage.
► Doesn't seem to burn long enough to easily support potential spawn trapping abuse.

Satchel Charges (Recommended)
► Like mines, but must be detonated manually.
► Can be detonated individually or all at once.
► To detonate individually, look at a Satchel Charge and press your 'interact' key.
► To detonate all at once, select the Satchel Charge ability, ensure you aren't targeting one of your Satchel Charges, then press and hold your 'throw grenade' key.
► Since you can set them all off at once without seeing them, they can be a great last resort defense of an objective area.
► Like all 'placeable' ability items in BRINK, these are not reset when the soldier is downed or sent to the respawn queue - if you were about to lose an area before being sent into the respawn queue, set them off as soon as you respawn - you might take out a few opposing team members.
► A great way to protect multiple entries/exits simultaneously while still allowing a soldier to take up an advantageous firing position or focus on on a particularly 'popular' route or area.

P A S S I V E

Armor Piercing Ammo (Recommended)
► Completely bypasses Soldier's Kevlar Vest and Engineer's Extra Kevlar buff.
► This enhances *your* ammo only - it doesn't affect the ammo you hand out.

Kevlar Vest (Recommended)
► May or may not be enhanced an extra 50% with the Engineer's Extra Kevlar buff. (source[www.splashdamage.com] - thanks, taodemon) - the game description says it does not stack, so it's probable that one of the last patches removed the 'stack'
► Kevlar has (roughly) a 0.8x multiplier (source[denkirson.proboards.com] - thanks FILLMORE!) but is still being tweaked (source[www.splashdamage.com])
WARNING: The Soldier's Armor Piercing Ammo skill completely bypasses this.

Scavenge (Recommended)
► Pretty much a must if you're going to be a grenade dispensing freak of nature.
► Enables soldiers to fill team-mates ammo AND throw grenades.

Grenade Mastery (Personal Choice)
► Useful if you have Scavenge, and can make use of it.
► Useful if you have a medic that loves transfering supplies.
► Useful if you've settled in and had time to regen pips.
► Otherwise, meh - encourages using more pips on grenades, instead of encouraging use of pips on your team-mates.

Frag Burst (Personal Choice)
► Probably more useful than Grenade Damage as a larger AOE knock down is better for crowd control.
► Although the UGL fires frag grenades, it's shots are not enhanced by Frag Burst

Grenade Damage (Personal Choice)
► Combine with Frag Burst and Grenade Shooting for maximum effect.
► Although the UGL fires frag grenades, it's shots are not enhanced by Grenade Damage.
Medic Abilities
The Standard Medic Kit includes:
Life Buff (your main buff / team & self / healing +1 pip extra health bonus)
Revive Syringe (tosses a syringe to downed teammates so they can revive themselves)

A S S I G N A B L E

Improved Life Buff (Recommended)
► This is the improved version of your main buff.
► A two (2) pip health bonus for you and your team mates when applied.


Metabolism (Recommended)
► This is your secondary buff.
► From near death/incap to full regen (on a medium), it saves about 1.9 seconds. (source - thanks Swolenator)
► Can be skipped when building a dual class, but otherwise recommended.

Adrenaline Boost (Personal Choice)
► This can ensure that bomb gets planted or that hack/repair gets finished.
► Essentially 'suicide mission' in a syringe.

Speed Boost (Personal Choice)
► Helps heavies get out of their own way, gives mediums a decent speed boost, and makes lights quick like rabbits.
► Combine with Adrenaline for maximum effect



Transfer Supplies (Personal Choice)
► Probably best to take only if combined with Improved Increase Supplies.



Lazarus Grenade (Recommended)
► The needs of the many fulfilled at the mere cost of a single pip.
► Can we get these in peppermint?


Field Regen Unit (Recommended) (AoC DLC)
► This is placed/deployed like a turret or mine (e.g. not mobile).
► The area of effect is rather small - one grenade could probably clear the area, especially a heavy grenade.
► Even though the sphere may project through a wall or floor - those portions of the sphere do not appear to provide any benefit.
► Essentially a turtling assistance device.
► It can actually be very helpful to an assaulting team for breaking choke-points - having healing areas to fall back to can help a team keep the pressure on and allow exhausted medics to regen a pip or two.

P A S S I V E

Increase Supplies (Recommended)
► Needing extra pips for dispensing life pretty much comes with the territory.


Improved Increase Supplies (Recommended)
► Needing even more extra pips for dispensing life pretty much comes with the territory, too.
► Can be skipped when building a dual class, but recommended.
► If this included a slight bump to regen rate it would be a must in all cases.

Self Resurection (Recommended)
► Really adds to your value as a field medic by getting you back in the action to heal/revive others, and by saving your other medics a pip.
► Combined with Downed Fire, this can make you a killing, zombie freak.
Engineer Abilities
The Standard Engineer Kit includes:
Weapon Buff (your main buff / team & self / increases weapon damage)
Landmine (placeable explosive that is triggered by someone stepping on then off of the built-in trigger)

A S S I G N A B L E

Improved Weapon Buff (Recommended)
► This is the improved version of your main buff.
► Damage multiplier is believed to be 1.33 (1.175 for standard buff - source[denkirson.proboards.com] - thanks FILLMORE!)

Extra Kevlar (Recommended for frontline Engineer)
► This is your secondary buff.
► Kevlar has (roughly) a 0.8x multiplier (source[denkirson.proboards.com] - thanks FILLMORE!) but is still being tweaked (source[www.splashdamage.com])
► May or may not enhance the Soldier's Kevlar Vest an extra 50%. (source[www.splashdamage.com] - thanks, taodemon) - the game description says it does not stack, so it's probable that one of the last patches removed the 'stack'
WARNING: The Soldier's Armor Piercing Ammo skill completely bypasses this.

Light Turret (Recommended)
► Your first turret...a bit weak, but better than nothing.
► Highly dependent on placement and purpose (hold, distract, etc.).
► Can be painful and even deadly when controlled by a friendly Operative.

Medium Turret (Recommended)
► Requires Light Turret
► Highly dependent on placement and purpose (hold, distract, etc.).
► Can be deadly when controlled by a friendly Operative.

Gatling Turret (Recommended)
► Requires Medium Turret
► You bought the other two, right? Might as well.
► Highly dependent on placement and purpose (hold, distract, etc.).
► Can be deadly when controlled by a friendly Operative.

Pyro Mine (Recommended for support/defense engineer) (AoC DLC)
► Napalm mine.
Extra Landmine does NOT apply to Pyro Mines - you can only lay one.
► Creates a burning area for a short time.
► Good for supplementing route restriction.
► Can be used with Landmine / Extra Landmine for a total of up to 3 placeable mines (2 regular and 1 pyro).
► Doesn't seem to burn long enough to easily support potential spawn trapping abuse.

P A S S I V E

Gear Head (Personal Choice)
► Saves about 1 second. (source - thanks Swolenator)
► Adds value to your Engineer, but not necessary.
► If you're the type to lay mines and turrets under fire, this will help.
► If you're more about background support, Command Post Upgrade is probably the better choice.
► Usually skipped when building a dual class with 20 points (no AoC DLC).

Nerves of Steel (Personal Choice)
► Saves about 1 second. (source - thanks Swolenator)
► Adds value to your Engineer, but not necessary.
► Usually skipped when building a dual class with 20 points (no AoC DLC).

Command Post Upgrade (Personal Choice)
► A powerful skill that makes command posts worth taking.
► Adds value to your Engineer, but not necessary.
► Can be skipped when building a dual class.

Extra Landmine (Recommended)
► This really adds value to an Engineer - while a clever Engie, on a good team may not *need* it, no Engineer ever got fired for bringing an Extra Landmine to the battlefield.
Extra Landmine applies only to 'traditional' land mines - it does NOT apply to Pyro Mines.


Without turrets, the engineer isn't much more than a mechanical medic with a mine. While there isn't always an opportunity to place them, properly placed turrets, like mines, can slow the enemy and provide a warning of their approach (by either firing at an enemy, or being disabled/destroyed). If you want both types of mines and a turret, you'll have to 'give up' the Kevlar Armor buff. If you're building a 3 class character you can potentially 'save' 3 skill points by not investing in the turret 'tree' and still have 2 different mine types and the Kevlar Armor buff. If you absolutely 'must' have the Kevlar Armor buff and a turret, I'd suggest giving up the Pyro Mine as you can only carry one, while you can carry two standard mines with the Extra Landmine skill.
Operative Abilities
The Standard Operative Kit includes:
Spot landmines (aim down sight at a land mine to permanently highlight it in red for your team)
Disguise as enemy (disguise yourself as a downed enemy that has entered the respawn queue)

A S S I G N A B L E

Sticky Bomb (Recommended)
► This allows Operatives to 'mine' doorways, hallways, etc - it will stay in place and armed until an enemy steps on it.
► Nobody likes a Sticky Bomb on them - an enemy might leave you alone if you give him one.
► Be careful of opposing players like me - I like to charge into the middle of your group just before it goes off.

Caltrop Grenades (Recommended)
► A great way to make the enemy second guess a headlong charge and earn points if they do plow forward.
► XP can't be overstated - proper placement of these can net very respectable XP
► Can make it easier for your team-mates to drop enemies and hold an area.
► Help defend while you hack.

EMP Grenades (Recommended)
► Temporarily disables turrets - great for weakening choke points.
► Temporarily disables and exposes enemy Landmines - saves time vs iron sighting mines just before a charge.
► Slowing an enemy's hack or the timer on an HE charge can give your team a few more precious seconds to stop the hack or disarm the charge.

UAV (Personal Choice) (AoC DLC)
► Small to medium sized Unmaned Aerial Vehicle that is controled by the Operative.
► Probably the 'most fun' ability the Operative has available
► Must be placed like a turret/mine/regen, then activated.
► Upon activation the player's view and control will shift to the UAV
► See 'Silence, Homing Beacon, Comms Hack, UAVs, and Combat Intuition' in the Notes and Considerations section.

P A S S I V E

Firewall Command Post (Personal Choice)
► Adds value to the Operative, but not necessary.
► A good compliment to the Engineer's Command Post Upgrade.


Homing Beacon (Recommended with caveats)
► Useful for identifying enemy Operatives in disguise.
► Marked players can be seen through walls.
► A good psychological tool - I've noticed many players that are marked will seek cover and wait (even though that doesn't make sense) in lieu of pressing their attack.
► If you're marked you can use it to your slight advantage by giving the enemy 'false' information - move behind cover or into an area that breaks LoS with the enemy and keep going in one direction for a few seconds, then switch directions (once you're sure the 'mark' has expired).
► In marking players, they are placed on the radar, thus removing them from being detected by Combat Intuition.
► See 'Silence, Homing Beacon, Comms Hack, UAVs, and Combat Intuition' in the Notes and Considerations section.

Comms Hack (Recommended with caveats)
► Places ALL enemies on radar for a short period of time (even disguised ones?)
► The advantage this can give a team is HUGE - seeing all enemy positions and which routes the enemy team is taking can help turn even the strongest tides.
WARNING: Using this skill disables Combat Intuition for yourself and all team-mates for the duration of the hack.
► See 'Silence, Homing Beacon, Comms Hack, UAVs, and Combat Intuition' in the Notes and Considerations section.

Hack Turret (Recommended)
► Turrets are just as much a nuisance to the other team as they are to yours. Make theirs not your problem anymore.
► Hacked turrets become yours - free points, if they actually shoot anything.
► An Operative can only have ONE (1) hacked turret at a time.
► Hacking a second turret will cause the previously hacked turret to self-destruct - this can be a quick way to eliminate enemy turrets without using ammo or pips for grenades.
► If you really want to be a jerk, hack an enemy turret, then remote control it. Don't forget to send a thank you card.

Control Turret (Personal Choice)
► It can be a fun skill to use, but turrets seem to do noticeably less damage when being controled.
► Pick your hiding spot carefully - hiding in the turret's LOS can be good or bad.

Cortex Bomb (Personal Choice)
► If you're killed up close you have a chance of striking back, but they have a chance of killing you first.
► If you're killed at a distance it can still work for you, but not as easily:
- If you don't mind laying about for awhile and waiting for the opportunity to strike it can be brutal if you catch a group.
- If you have Downed Fire, you can shoot someone to lure them toward you and set it off as they arrive.
► If you are up against aggressive enemies that kill everyone, you may not get much use out of it.
Notes and Considerations
Attention Engineers and Medics!


Although sited above as the source for information regarding Gear Head, Nerves of Steel, and Metabolism I felt this bears mentioning in further detail...

Swolenator created a thread, linking to this excellent video he made using timers to compare:
- the Engineer's abilities in use with and without Gear Head and Nerves of Steel
- health regen with and without the Medic's Metabolism boost
http://www.youtube.com/watch?v=JQfbgLyAKEM
For Engineers; this is probably the best information available to help you choose whether or not to invest in Gear Head and/or Nerves of Steel.

For Medics; Metabolism is probably the best secondary buff the Medic class has at the moment and I recommend it over Adrenaline or Speed Boost. The video will give you an idea of why it can be important to your team mates.

I strongly recommend you take the time to view this video if you are considering investing in Gear Head, Nerves of Steel, and/or Metabolism.


A note regarding Turrets



A damaged turret can be repaired (this costs no pips).

A destroyed turret must be replaced (at the cost of a pip).

Keep this in mind when dealing with enemy turrets - sometimes it's more advantageous to disable a turret and keep moving (to keep the pressure on, to save ammo, if the turret is placed poorly or in a location that won't matter once an objective is finished, etc.),

Whenever possible it's better to destroy a well-placed turret so an enemy engineer will have to spend another pip to replace it (instead of repairing it for free).


Silence, Homing Beacon, Comms Hack, UAVs, and Combat Intuition

Silent Running and Silencers offer players the ability to stay OFF the radar in many circumstances, but that comes with a downside. Not being on radar means you CAN be picked up by Combat Intuition (CI). If you sneak up on someone with CI, they'll know you're there as soon as you aim at them.

Is Combat Intuition (CI) better than radar?

If anything, CI should be considered a compliment to radar, not a substitute. They each offer different information in different formats.

Radar offers an overview of enemy positions with some limits. Without a UAV or Comms Hack it only shows enemies that can be seen by you or other team mates, so it rarely shows all enemies. It's positioned outside the center of focus, so it requires the player to momentarily shift their focus - unlike ammo counts and health bars, the radar isn't a meter that can be as easily and immediately assessed.

In contrast, CI gets your attention even in the middle of a firefight, since the indicator is in your field of focus and it has an audio cue as well. CI does not provide a picture of the battlefield, but it does actively inform you of immediate, previously unknown threats, providing relative heading and distance.

Combined, CI and radar offer highly valuable intelligence in a fluid and rapidly changing environment. Given the inherent advantages of the centrally located warning marker, audio cues, and information of imminent threats, CI would seem to be the stronger of the two - but they work best together.

How can the radar be 'better'?

The Operative skills Homing Beacon, Comms Hack, and UAV...simple as that.


Homing Beacon
puts enemies on the radar AND outlines them in red (visible through walls).



Comms Hack shows every enemy on radar for a brief time.




The UAV exposes people on radar as they come into range.



Voila! A complete-ish picture of the battlefield. How great is that?

Seriously, how great is that?

For those that rely primarily or exclusively on their radar, it's awesome - for those that rely primarily or exclusively on CI, not so much. Essentially, Comms Hack disables Combat Intuition for everyone on your team while it is in effect: CI players that aren't conditioned to also check their radar are going to be at a temporary disadvantage.

This isn't a 'fault' of Comms Hack, Homing Beacon, or UAVs - by placing enemies on the radar, one of the limits of CI is exposed - specifically that CI only alerts the player to enemies aiming at the player AND NOT on the player's radar.


Operatives, take note

Another consideration for Operatives regards the use of Homing Beacon. While it's a very useful skill it can backfire on an Operative in a way that may not be immediately obvious. If an Operative aims at an enemy who has CI (while the OP is NOT on the target's radar) they will trigger the target's CI - essentially, the OP will be trying to mark the enemy but will end up pointing himself out to the enemy he's targeting.

The 'give and take' nature of CI and Operative abilities can't be overstated - Operatives can provide their team with invaluable tactical information, but risk exposing themselves in the process and potentially attenuating useful input to teammates that rely on CI.

If you're feeling seriously team oriented, try to find out (via mic, chat, whatever) if a majority of your teammates prefer radar or CI - then adjust your skill use accordingly.
Additional things to try
I'm not sure what to call these - if the community has already adopted terms for these, please let me know. The effectiveness of these seems to have been reduced in recent patches. I haven't yet gone back and really looked at these after the recent patches, but Towing still works - just not as aggresively as before.

Towing
► Not an official ability, but a great tool none-the-less.
► Have you noticed that when you try to buff someone ahead of you, you will accelerate to catch up?
► Heavies can be towed by Lights and Mediums.
► Mediums can be towed by Lights.
► If you press and release your buff key, you can get towed along quite a ways by someone faster than you.
This seems to work best with primary buffs as the animation is usually longer and allows a bit more room for error.

Wall boosting
► When Lights wall hop, they sometimes receive a speed boost.
► Learning when and where this works can cut your transit time considerably.
► If you're a Light, start wall hopping off everything - find what works for you and laugh as the enemy gives up chasing you in frustration and astonishment.

Turret Merry-Go-Round
► Find an enemy turret near some enemies on a server with FF (Friendly Fire/Team Damage) on.
► Trigger the turret to start shooting at you and move around it so that as it tracks and fires it hits the enemies (while you also shoot at them).
► It's not uncommon for Operatives to go through this dance when hacking a turret they've approached from the wrong end without a disguise. FF servers just make it more entertaining.
► Don't expect to survive or even successfully hack the turret if there are more than one or two enemies nearby.


That's it!

Not everyone will agree with this information. Let's debate! If you find an error or information that is improperly credited or sourced, please let me know so I can correct it.


Thank you SD, Bethesda, Valve/Steam, and the players of BRINK - I'm having a lot of fun thanks to all of you!
45 Comments
Heshynver 4 May, 2024 @ 2:27am 
( ͡° ͜ʖ ͡°)
Dog  [author] 9 Jun, 2019 @ 4:39pm 
Thank you!
SKf// BoDãO 9 Jun, 2019 @ 7:09am 
muito bem esplicado
Glass 20 Dec, 2017 @ 8:01pm 
"hey we got them, time to hack objective" - last words of the light op before being fragged by the gotlung heavy that just revived off that grenade vv
EpicFace48 4 Dec, 2017 @ 8:31am 
i can just imagine a medic running out cooking a lazarus and getting shot dead, the enemy thinking they got everyone just turns around to like 4 people reviving themselves
Dog  [author] 3 Dec, 2017 @ 6:11pm 
EpicFace48 - would love to see that happen in game, that would be hilarious.
EpicFace48 3 Dec, 2017 @ 5:49pm 
if i remember correctly when you are incapacitated you drop any grenades you were cooking, so if you "cooked" a lazarus grenade you could revive yourself.
Hepatitis C++ 22 Jul, 2016 @ 3:39pm 
ok
Dog  [author] 22 Jul, 2016 @ 3:34pm 
Jeket - I'm sorry, but I don't know Russian; however, anyone is welcome to translate this guide and repost it (with due credit, of course).

Beruka - if you're talking about active abilities, you click the binding icon at the top left of the ability's selection box.
Hepatitis C++ 21 Jul, 2016 @ 5:27pm 
how do i equip them