it's not necessarily that the issue is people don't like being tactical per se as much as it is that blockland combat rules and real life combat rules are completely different
like in real life you can't instantly reduce your hitbox to a third of the size, jump to twice your height instantly from any position repeatedly and consistently or see from a floating point behind your head to look around corners and if you were to attempt to bring blockland's physics closer to real life's physics- or, even on a smaller scale, make guns that behave like real life's guns- blockland would no longer feel or play like blockland and will just end up looking like a slipshod poorly-conceived mess of unbalanced weapons and weird mechanics
like again all the components here do not combine to make a working whole
you're taking a windup motor, two AA batteries and a big cardboard box labeled 'parts', dropping all of it in a big pile on top of a full-scale normal-sized car chassis and are getting upset when people tell you it's not going to forgetin go
you're better off making arcadey over-the-top weapons because blockland's combat system better supports slow-moving, dodgeable projectiles, explosives and hijinks then 'snipe this guy at 100 miles and account for bullet drop, travel time and the coriolis effect'