Actually what should happen to marauder zap:
Since it is already overpowered with its instant zap, why not make the zap do 80 dmg instead of 60 (80 in 1.1), but make the zap not-instant again, but also add a feature where the zap is sort of half 1.1-half gpp, as you click the button, it does 20 damage, but then continues and you'll have to stay close to the structure for the remaining 60 damage to be completed.
So really, zap's instant damage does 20 damage, but continuous for one second (As in 1.1) does 60 damage.
Effectively, it is stronger in damage per second, but not any stronger than 1.1, but also it isn't overpowering in gpp by zap-and hide method. People still can do this, but they will be probably be doing 20 damage plus another 20 damage from time to hiding.
At devs: Stop the 'zap around corners', it looks really glitchy zapping through a wall. (it also works in 1.1, if i extend the zap range in the qvm)