Commando (Doom 3)

The Commando from Doom 3 looks vastly different from its Classic Doom Counterpart, wearing no shirt or armor, but wearing a futuristic helmet of a style remniscient of World War II Nazi helmets and a pair of camouflage army pants. They have a slightly different origin than other zombies, having been human marines transformed into brutal super warriors by the demonically possessed Dr. Betruger. They still maintain fragments of their human language as they can be heard growling the words "You" and "die".

There are two types of Commandos in Doom 3, one of which carries no firearm, but has a tentacle for a right arm. The other one has both its human arms intact, but carries a chaingun. They are both extremely dangerous foes and are among the higher ranking Doom 3 monsters.

Combat Characteristics
General: Both types of Commandos are considerably tougher than their classic counterparts, capable of surviving a direct rocket hit.

This guy charges straight at the player, moving at the same speed as the player when sprinting. Whenever he gets within range, he will lash out with his tentacle arm, using it as a sort of whip. Occasionally, he will perform a short range leap attack which is nearly impossible to dodge and when he gets close enough not to rely solely on his tentacle "whip", he will punch and kick the player. Nothing except a killing hit can stop his charge or interrupt it.
 * Tentacle Commando:

Arguably the single most dangerous non-boss monster in the game, he will only stop shooting you if you hurt him significantly (make him do an "ow" sound, which also makes him go for cover) or kill him. Carries a chaingun to dispense some heavy damage. He fires the chaingun in a single prolonged burst and chases after the player when not firing. Occasionally uses cover like the Z-Secs. Unlike his tentacle colleague, he has no melee attack, preferring to cut the player in half with his deadly chaingun.
 * Chaingunner:

Tactical Analysis
This guy is nearly impossible to shake off, so the best means is brute force. Using either chaingun or the plasma gun against him is the best way to deal with him. Ducking whenever he attempts to hit the player with his tentacle is the only viable means for dodging his basic tentacle attack as the tentacle extends almost instantly. If he performs a leap attack, the only thing players can do is to keep firing and attempt to move sideways and backwards, hoping either to drop the Commando before his attack strikes home or to successfully dodge the attack, the latter being a very rare occurrence. Players should always avoid getting within melee range with this guy as his melee punches and kicks are vicious and very difficult to dodge. If he surprises you, one point-blank shotgun shot to the head will kill instantly.
 * Tentacle Commando:

If ever there was a good reason to use the rocket launcher, this is it. Players should aim at the ground in front of the commando, and always keep a wall between them and the Commando. Alternately, players can use either chaingun or plasma gun against him, circlestrafing while firing repeatedly, as the chaingunner's spin-up delay in firing will delay his aim long enough to allow the player to be a step ahead of the spray.
 * Chaingun Commando: