1.2 is better than 1.1, for instance, the marauder has improved: It is sufficiently agile now, and I like the new zap, with one exception:
The new area-zap leads to zap-spam.
I suggest to make zaps having to recharge similar to dragoon-barbs, so you can zap 3 times in quick succession, but than have to wait a minute or two until you can go on, I experienced a lot of times players just come forward, zap, go back a step, go forward again, zap … until half the human base is gone – and don't tell me “wel, just FAIER at tose maruders”, because usually, this is exactly what I do, but this still takes too much time, in order to get rid of a zap-spammer, you need more than one human hit it for good, and if the alien team has teamwork (this can happen…) and, well, two of them are coming in… It can be that the base is heavily damaged, how ever, thanks to slow turrets and over issues, sufficiently skilled marauders usually escape, and then come back zapping all over again.
You can also “barb-rush” a base, which inflicts terrible damage, but the goons can't come back 20s later and the thing goes on again.
Marauder zap in the current form is something like the humans had unlimited grenades, it is an imbalance.
I suggest to either make the zap having to recharge like goonbarbs, or make zapping reduce the maras agility, which has to replenish like human stamina.