Until I played Full Spectrum Warrior, I rarely used cover in shooters. I grew up on run-and-gun games like Doom and Quake, so hiding during combat was an uncommon tactic.
Full Spectrum Warrior isn’t a first or third person shooter, rather it is a real time strategy game built entirely around taking cover. In this case, all cover isn’t equal. Unless it’s a solid structure like a building, each object has limited durability. A crate will break down quickly where sand bags will last a lot longer. Planning every move is essential because recklessly running down a street will get your squad killed instantly.
Despite being in a different genre, I carried over a lot of skills from Full Spectrum Warrior into shooters. Around this time, cover-based combat was starting to become a staple for both first and third person shooters. Having experience with a game that emphasized that mechanic really helped me out moving forward.