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« on: March 20, 2025, 12:03:08 AM »
This is a review of all non bounty non depreciated ships from Yuri Expedition and its subgroup Task Force Mikina, from highest to lowest DP.
Shine Ray: Good. What makes this artillery ship good is the outstanding range of its Starmine Laser Artillery, which shoots over allies and can be fired in any direction. The rest of the ship's weapons are just icing on the cake. Guaranteed to do a lot of work just firing lasers from the backline, while not being completely helpless in melee.
Stone Ray: Good. This capital is almost impossible to kill from the front. Unlike shields, which eventually overload when shot too much, this ship uses armor, that does not appear to degrade no matter how much punishment it takes. As long as you do not expose your vulnerable underbelly, this ship is near invincible.
Star Breaker: Average. This “doomsday weapon” can be bought from illegal arms dealers and is an artillery ship with incredible range. However, it is not AI friendly because it does not fire over allies, has a tendency to miss at long range, and has long reload time. The main gun is powerful enough to 1 shot some unshielded capitals, emphasis on unshielded, because it will mostly overload shields otherwise, and the secondary explosion does not kill larger ships. There seems to be a small chance a critical malfunction will occur after firing its main weapon, disabling it for the rest of the battle. In practice, only the player can reliably get a clean shot with this weapon, as all manner of obstacles can come between you and the enemy, especially fighters.
Pancake: Average. Yuri's near immobile missile platform. In my opinion the only good way to use this is to devote all its large missile mounts to the Aurora Crown, as it has the longest range. This ship is useless in melee and you should avoid getting it anywhere close to the front line. Get the Pegasus instead if you want something more tanky.
Aether Shawl: Good. This well armed cruiser has top speed comparable to a frigate and is well worth its DP.
Mythril Cloak: Good. This line cruiser is slow, well armored, and well armed. While it does not have the large missile slot of the Aether Shawl, it can equip 5 medium and 6 small missiles.
Hydrangea: Bad. The Heron, but costs 8 more DP, slower, and has worse survivability than a Drover. It has 1 more medium missile and 2 Rosebud drones. Best kept as far away from the front line as possible.
Crystallize FA: Good. This destroyer comes in 2 parts, the front module serving as frontal armor, but this frontal armor comes with amazing base flux stat of 500 (higher than the parent ship), its own weapons, and a hull value comparable to capital ships. You can even put a converted hanger on it. Performance wise, it is closer to a cruiser, and its DP cost reflects that.
Parasol: Good. This artillery cruiser can fire kinetic rounds over allied ships at long range. Like other distance dependent Yuri weapons, the distance does not actually affect the damage much, and the main gun does about 4x the listed damage at any range.
Amaryl: Bad. The best way to compare this ship is with the Gryphon, and it is inferior to the Gryphon with 2 fewer medium missile mounts and 3 fewer small missile mounts. Is is also much slower. The only real advantage this ship has it's tankiness from frontal attacks. However, being a missile ship, it does not need to be on the front line, and a Gryphon would serve better firing missiles from the back.
Scorched Lilly: Good. You can start with this ship when you pick Yuri as your starting faction. A giant shotgun in space, this ship fires shells that burst into a wide spread of pellets, dealing damage to everything in a wide area. The initial shell does not do as much damage as listed and you'll probably find your experience with the main gun underwhelming. However, even without its main gun, this ship is able to dish out plenty of damage with 2 medium and 9 small missile mounts. It is also relatively fast and maneuverable in combat.
Tenshi: Bugged and bad. The up armored and up gunned version of the Rubynus. From Task Force Mikina. The extra armor plating at the sides protect the ship from significantly more damage, and the system is a good one. However, is all this worth 6 DP over the Manticore? I would say no. There appears to be some bug with converted hangers on this ship, as it only allows you to equip pixie drones.
Crystallize: Bad. The best way to compare this ship is with the Gryphon, and as a missile focused destroyer, it has 1 less large missile mount. The system is good, but overall, this ship is not worth 18 DP.
Lilac: Average. The best way to compare this ship is with the Drover. It is like the Drover, but better armed with missiles and poorer survivability due to a lack of shield. As long as you keep it away from the front line its lack of a shield should not matter.
Jashin: Average. You can get this ship from Task Force Mikina, and this destroyer is flexible enough to be played either as a missile platform or as an artillery ship. Its potent weapons load out makes it worth its DP.
Scarlet Sky NEXT: Bad. This is Yuri's super frigate. Probably inspired by Marcoss's variable fighters, this ship has two modes, high speed fighter and high maneuverability mech. But that's about all that's good about it. With about half the hull value of a regular frigate and no shields, this ship evaporates in about 2 seconds of high intensity laser and is unflyable by the AI. Load out wise it lacks any good anti shield option, so it's good at killing smaller ships whose shields it can overwhelm with its chainbolter but terrible on larger ones. Despite its small size, it's not considered a strikecraft and cannot fly over allied ships and enemies, so death by ramming into ships at high speeds is an ever present danger. Get a Hyperion instead.
Anemone: Good. The small version of Stone Ray, this destroyer is tough from the front but weak from the back. Unlike the Stone Ray, however, its frontal armor is not invincible, and can be penetrated with enough hits. Of particular concern are area damage weapons or weapons which arc to other parts of the ship, such as Tachyon Lances.
Brittle Rose: Average. This is a destroyer sized artillery ship, with one significant downside over the Parasol; It does not fire over allies. Performance wise a missile ship that fires over allies supports the front line better than an artillery ship that requires unblocked shots.
Rubynus: Bad. This destroyer has stats comparable to a Manticore, but with no shield. More maneuverable than the Anemone, this destroyer appears to be designed to fill in the gap in Yuri's lack of front line capable ships. However, it is bad at what it is supposed to do. With only 3200 hull, it is inferior to 5000 for the Manticore and 6000 for the Enforcer. Its shield drones can be penetrated by area damage, so you should not expect them to help you take a Reaper to the face. While it is difficult for me to evaluate the effectiveness of Aegis armor, it cannot be all that good since I found that this ship required constant babysitting to prevent it from dying in AI hands.
Snowstorm: Average. A missile frigate that is tough from the front, players who encounter this ship are often surprised by how much punishment it can take before they learn to hit it from the back. Holds the line relatively well and contributes to missile spam with its inbuilt Sparkler missiles.
Berylline: Average. This ship is capable of placing a near immobile artillery platform, that comes randomly in one of at least 3 varieties, the Raijin Mortar, the Raiko Rocket Assisted Artillery, and one of the Hailstorm missiles. The ship itself has negligible combat capability, and can be ordered to retreat afterwards to free up DP for another ship. This artillery has very long range, and can do a significant amount of work over the course of the battle, but if you like this ship, use the Koppepan from Task force Makina instead, which can place 2 such platforms and costs less DP. This ship also has the salvage gantry ability, so there's a reason to keep it in the fleet other than combat.
Koakuma: Good. You can get this ship from Task Force Mikina, and you can think of it as a super frigate alternative to Scarlet Sky at almost half the DP. What makes it better than the Scarlet Sky is its ability to unleash salvos of 28x100 = 2800 HE rockets every 6.3 seconds, as opposed to Scarlet Sky's 8x225 = 1800 HE missiles every 8.35 seconds, with the potential of firing again several times due to its system. This barrage of rockets is capable of overwhelming the shields of much larger ships. Although as fragile as Scarlet Sky, slower, and with a larger hitbox, by performing strafing runs on enemy ships in 6.3 second cycles, this ship can be kept out of harm's way the majority of the time. This is something only the player can do, so this ship is pure playerbait and dies quickly in AI hands.
Safflower: Average. Armed with 8 inbuilt long range high speed high damage kinetic missiles, it is easy for this frigate to make outsized contributions to the battle by using up all its missiles, after which it is better to call it to retreat.
Honeycomb: Bad. Compared to the Snowstorm, being 3 DP cheaper is not worth losing 1 medium and 2 small missile slots.
Illusion Flower: Average. This frigate is similar to the Honeycomb, but it has the special ability to turn back enemy missiles. This makes it a lot more resistant to missiles that might circle round to hit is vulnerable back, or area damage missiles such as the Reaper. It also provides 1 ECM rating.
Sapphrite: Good. The fastest frigate Yuri has aside the Scarlet Sky and the Koakuma, this frigate is well armed with anti-shield inbuilt gun and a medium missile slot, while also being tanky due to its ballistic shield. More forgiving to fly than Scarlet Sky and not terrible in AI hands, while costing less than half the DP.
Koppepan: Good. This ship is Berylline, but better in almost every way (the combat capability the ship itself is arguably worse), and at 3 less DP. Deploys 2 artillery platform. Easy to justify being in the fleet as it doubles as a salvage rig.