Talk:General Discussion/@comment-195.184.83.35-20140911214606/@comment-25361436-20140911230103

Yellow guns essentially work as an AP shell for non-BB (eh, CAs and Ooyodo) ships. 10% higher chance of artillery spotting attack, and a (usually bad compared to double attack but) decently powered cut-in that gives enough of a boost in damage to allow you to damage a highly armored target that you'd normally do double scratch damage, or scratch damage and a miss against. Currently only Ooyodo, Myoukou, and Aoba as flagships are the only ships that can take advantage of this kind of set-up due to the downside of the night-time cut-in part of this set-up.

Yellow guns are also fantastic for ships that you're not going to/can't use artilery spotting on, like Yuubari, Isuzu, CLTs, or Ooyodo set-up for combat/ASW mix (2x Yellow guns, a Sonar, a depth charge).

Honestly, I personally think the Main/Main/Secondary/Seaplane set-up isn't optimal, but I'm just trying to list some benefits to a yellow guns. You do have a point about useless item types and mechanics, which reminds me, WHY CAN SUBMARINES EQUIP SONARS. Carrier luck currently does nothing either.