All classes have the same gun firepower per body type.
Each class has a set of abilities. There is a general tab of abilities that can be used by all classes. Any player can give up a bonus, ie medic can give up ability to revive, a engie can give up the turret, for more points to spend in other areas.
Soldier: "Lead the charge to demolish objectives, specialize in grenades, and resupply your team."
Main advantage is the grenades, good for teamwork and resupply far from the nearest Command Post. Also, more hp (http://www.nowgamer.com/features/646/brink-richard-ham-qa?o=2#listing)
Medic: "Keep your squad in the fight, perform crucial revivals, and bolster the defenses of nearby teammates."
Heals teammates to 100% instantly with med-packs, can buff a player's health past 100%, can revive players that are downed but not out utilizing two methods of revival. A guess would be that one is short ranged, the other is long ranged. NEVER QUOTE ME.
Engineer: "establish and defend tactical zones, deploy or repair objectives, and improve your team's weapons."
Has more than one type of turret. Turrets, like players have soft collisions, so you can walk through them, but cannot stand in them. Turrets have a delay before firing and lock onto one turret even after it hides behind cover. If you get out of cover it will instantly shoot you, but this makes it easier for teammates to notice and take out. Turrets, if damaged, are disabled ie cannot shoot. If further damaged, they are destroyed. Turrets are about as powerful as an average assault rifle but are primarily used as a distraction rather than a effective mode of killing. They are easy to deal with and can be hacked by operatives, so that they turn against their teammates. "It's not [censored] if you say surprise." Operatives can do this by hacking. Engies place landmines, which can be spotted by enemy operatives. Engies can also buff allied weapons. Engies can immunize the command post, so it is harder to be taken over by operatives. Engineers control the primary objective
Operative: "Hack enemy defenses and sentry guns, provide battlefield intelligence, and sneak behind enemy lines."
Can hack command posts and turrets. This is done remotely, close or long ranged, though the closer you are to the objective, the faster the objective is hacked. This must be done by connecting to the terminal you intend to hack, ie getting in close contact. While you are hacking you emit a beeping sound, and if you are interrupted you have to start over and reconnect at the terminal, whether for turret or command post.
Spies can interrogate downed enemies, sorry they can't be dead, thus giving his team a radar for 10 seconds, giving off the position of spies, so run if there is an enemy radar! With other abilities the operative can give teammates additional time for a radar, or wall hacks with the radar, so operatives (teammates?) can see players through walls. This is most likely done by colored silhouettes or something.
Spies can disguise as enemies by swapping clothes, even if the body type is different, light/med/heavy. This means you actions are a big part of how enemies know who is friend and who is foe. Note: there is friendly fire, so there is no TF2, "spy checking." Though according to SD, spies can see enemy spies, not sure how this works. I guess they assume operatives are rarely close to base.
Spies can backstab supposedly, instantly killing an opponent
