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Adding on, it should keep the charge as long as you kept it held.
I think there's a unique animation for most hand gun charge shots so you probably can't fire them simultaneously, although the game should really just queue up the other one and let you QB cancel it or something instead of requiring you to know exactly when during the previous animation you can safely let go of the charge to actually fire it and not lose it.
Also hand weapons seem to hate twin shots.
Like, twin laser cannon charged shots at the same time work with tanks or quads in hover mode (they don't ignore back weapon recoil outside of hover mode).
But even on a tank or in hover mode with quads, they will only fire one hand weapon charged attack at a time.
Inputs getting eaten is more frustrating with weapon swaps. at least eating an input on a charged attack is letting you dodge in favor of staying in place to die. eating the input of swapping from my melee weapon back to a hand machinegun or whatever is always dumb.
They probably did it on purpose for legitimate balance reasons, that got implemented a bit jank.
Have you tried the huge double barrel laser rifle? That ♥♥♥♥ hits nearly as hard as a laser cannon without having to stop to shoot unless it is a charged shot!
If I could double fire them after a kick, it would erase bosses from existence even harder.
The kinetic missiles you unlock deep in the NG++ arena fights.
They ♥♥♥♥♥♥♥ cause you to stagger like a cannon, but after they have fired instead of during the shot. Unless you are doing quad hover or on a tank.
Watch out if you equip those hearing they are overpowered, then eat ♥♥♥♥ when they stop you dead.