McFarland

From Totem Arts Wiki
Revision as of 09:45, 9 September 2020 by RaiderAlpha (talk | contribs)
Jump to navigation Jump to search
McFarland
Character
Faction Global Defense Initiative Global Defense Initiative
Role Anti-personnel infantry
Health 100
Armor
  • 150 (Recruit)
  • 150 (Veteran)
  • 175 (Elite)
  • 200 (Heroic)
Armor type Kevlar
Speed 105
Cost $250
Requires Barracks
Loadout
Primary weapon Flak Cannon
Sidearm Pistol
Explosives Timed C4 x1
Grenades Frag Grenade x1
Miscellaneous
Internal name Rx_FamilyInfo_GDI_McFarland

McFarland is GDI's close range fighter; he is an improved version of the Shotgunner.

Appearance

McFarland wears a green military jacket with GDI insignia, trousers, boots and kneepads, along with a beret on the top.

Function

McFarland is equipped with a Flak Cannon as his main weapon. He will usually dish heavy damage even to advanced infantries, generally taking all of their Armor in two or three quick, precise bursts in close proximity. McFarland's main weapon has an alternate fire where the cannon shoots a small explosive slug in an arc trajectory, similar to the one of the Grenade Launcher. The slug deals splash damage upon impact, and it will deliver damage higher than regular fire towards other infantries, should the slug hit them.

McFarland will do little damage to vehicles or buildings. He is also equipped with a backup Silenced Pistol and a Timed C4 for armors and buildings destruction.

Strategy

Usage

McFarland shares plenty of similarities with a Shotgunner, trading damage output for higher rate of fire and extended clip that allows him to keep firing before needing to reload. Still, he should not be underestimated; while he is basically useless in open field and far away from the opponents, he shines in close range combat. Few bursts from his cannon will severely damage basic and advanced infantries.

McFarland can also use his alternate fire to use two rounds to fire from a single explosive slug from his cannon; the slug has more range than regular fire and splash area damage as well.

McFarland will prefer to fight in enclosed spots, such as tunnels or chokepoints, leaving less space for snipers to spot him and more chances to jump out of a corner to ambush opponents passing by, closing in toward them in order to maximize his damage output. He will also know the best opportunity to switch between regular fire and alternate fire and when to sidestep around the enemy instead.

Counters

Anything that counters a Shotgunner can counter McFarland as well. He is usually dangerous only when he is close to you; consider employing sniper infantry to take him out from afar. If sniping is not an option, as most probably will be not, due to him prioritizing closed spaces, try to avoid his cannon bursts to minimize damage, and keep strafing to avoid his explosive slugs. Circling around him might be a viable option to avoid flak cannon fire.

Always be on lookout in tunnels, and move slowly but steadily through any corners and intersections, since McFarland is more likely to be setting up ambushes behind corners. Consider employing third-person view to possibly spot him in order to not get caught off guard.

If you are an Engineer, you can drop Remote C4 to either blow McFarland up or make him circumvent them; both will give you more time to react.

See also