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The best ships in Starfield

It only takes a few minutes of playing Starfield before you’re sitting in the pilot seat of your very own starship, The Frontier. As exciting as it is to have your very own ship to travel the stars with, being the default ship means that there’s far more potential in future ships. While you could get creative and design your own ship from scratch, there are a ton of ships in the game you can either purchase for Credits or earn as rewards for completing specific quests. Since not everyone is going to take to the ship-building system, these pre-built ships are extremely useful upgrades over your basic Frontier, but tracking down and figuring out which ones are the best is a tall order. Here are the best ships you can buy or earn in Starfield and how to get them.

Renegade III

The renegade spaceship in Starfield.
Bethesda Softworks

If you want a ship that can withstand plenty of abuse for either heavy combat or surviving raids, the Renegade III is about as good as it gets. This ship’s primary draw will no doubt be its cargo capacity, which is among the best we’ve found in the game at 4,367. This makes it a perfect choice for all you space-truckers, or outpost builders who never want to run out of materials while on the go. It has a hull capacity of 1,488 and can 500 fuel, but isn’t meant for much fighting due to lacking any missiles. You can buy this ship on Neon for 450,000 Credits.

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Shieldbreaker

The shieldbreaker ship in Starfield.
Bethesda Softworks

We’ll give you one guess as to what the Shieldbreaker is built to do. That’s right, this ship is a killer for enemy shields, with 24 laser-, 28 ballistic-, and 58 missile-damage, plus a 610 shield rating itself. Its hull is decent at 940, but you can’t carry much with only 2,280 cargo capacity. If you get enough money, this is a great all-around upgrade from your starting ship with an edge in combat. You can buy it for 250,000 Credits on New Atlantis.

Starborn Guardian

The starborn guardian ship in Starfield.
Bethesda Softworks

This is an end-game ship that you’re automatically given if you are patient enough. This ship is an attack ship, pure and simple thanks to powerful torpedoes. That said, this is a small ship without much else to offer except speed and firepower. You have alright shields at 630, but your hull maxes out at 649 so you need to avoid damage as much as you can. Don’t bother trying to carry anything but the essentials on the Starborn Guardian, which only has 950 cargo capacity. You will automatically gain access to this ship once you start New Game +.

Vanquisher III

The vanquisher ship in Starfield.
Bethesda Softworks

This is a behemoth of a ship and essentially the 18-wheeler of spacecraft in Starfield. It is similar to the Renegade III, but a bit improved in a few key areas. Its cargo capacity and hull stars are about equal at 4,128 and 1,392 respectively, but the Vanquisher III doesn’t lose out on the ability to use missiles. Another downside is that this ship costs even more than the Renegade at 490,000 from the New Atlantis shop.

Star Eagle

The star eagle ship in Starfield.
Bethesda Softwork

If you can look past the cliche name, the Star Eagle is actually a very competent ship if you’re interested in doing space piracy. The big feature is the inclusion of a magnet you can use to disable the systems of enemy ships to make boarding and raiding far easier. If push comes to shove, it can hold its own in a fight with very powerful missiles, 912 shields, and 948 hull health. It can hold 2,200 cargo, which is good enough for a few quick raids before needing to unload. What’s even better is that you can get this ship for free by joining the Freestar Rangers and going through their faction missions.

Crimson Fleet Wight III

The crimson fleet ship in Starfield.
Bethesda Softworks

If you’re looking for more of a battleship in space-type ship, the Crimson Fleet Wight III has your name on it. This ship is close to unkillable thanks to 2,104 shields and 1,516 hull health, plus decent lasers and ballistics backing up incredibly strong missiles. Cargo capacity isn’t all that great at 957, and this thing isn’t meant to turn on a dime, but when you’ve got that much firepower, you just need to line up your shots and tank whatever comes at you. As the name suggests, this is a Crimson Fleet ship, but not one they’ll give away for free. You do have to join their faction and make it to The Key, where you can buy it for 300,000 Credits.

Razorleaf

The razorleaf ship in Starfield.
Bethesda Softowrks

If you just want something you can get quickly and easily after getting bored with The Frontier, the Razorleaf is a nice upgrade you can get early in your adventure. This is an especially good pick if you intend to try your hand at smuggling since it comes with space you can hide cargo from scanners. That said, you won’t be smuggling a ton at once with 510 cargo capacity, and it can’t take on big fights with low shield and hull health, but it is still a step up from what you start with and can be picked up for free. If you want to grab yourself a Razorleaf, you need to complete a quest called Mantis which you get by finding the Secret Outpost data pad. Unfortunately, this drop is a bit random and there’s no way to guarantee you will find it, but it will be on the body of a Spacer enemy. Just make sure you at least check all the bodies of Spacers to see if they have it and can start the quest.

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Jesse Lennox
Jesse Lennox has been a writer at Digital Trends for over four years and has no plans of stopping. He covers all things…
The best Augments in Call of Duty: Black Ops 6
A screenshot from Call of Duty: Black Ops 6's zombies mode.

Longtime fans of the Zombies mode in past Call of Duty games are no doubt loving the return to the round-based structure Call of Duty: Black Ops 6 has taken. Between the Perks, Pack-A-Punch machines, and Easter eggs, there's already a ton of content to explore in the first two maps. Whether you're new to the mode or know all the tips and tricks from past games, there's one element that has most players scratching their heads. Augments are hardly explained in Black Ops 6 and are largely ignored because of this. However, ignoring this mechanic will only make life harder for you and your team. We've done all the research required to tell you how Augments work and which ones you should try to get first in Black Ops 6.
How Augments work in Black Ops 6

In short, Augments are equippable passive perks that add an additional minor or major effect to either a Perk, field upgrade, or ammo mod. Each one of these has six possible augments -- three minor and three major -- that each give a different buff. But there are two things you need to do before you can even begin tinkering with these Augments.

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The best Wildcards in Call of Duty: Black Ops 6
Kill Order gameplay in Call of Duty: Black Ops 6.

The concept of a Wildcard might sound like a risky endeavor in Call of Duty: Black Ops 6, but this part of your loadout isn't random at all. We haven't seen this system since Cold War, and even those who remember it from that game will need to learn all the new cards there are in Black Ops 6. You can only equip a single Wildcard on your loadout, but they are powerful enough to completely redefine your playstyle. So far, there are only six to unlock while grinding through the levels with your friends, but picking just one is still a tough choice, especially if you want to use a permanent unlock on one after hitting Prestige. We've ranked all the Wildcards in Black Ops 6 so you can always have the winning hand.
All Black Ops 6 Wildcards, ranked

There is a level of personal preference in which Wildcard you will find better than others, but in most cases, the ones we've ranked as the best will help every player gain an edge in online matches. Here's our ranking of each Wildcard from best to worst, along with what level you unlock them at.
Perk Greed - Level 54
The last Wildcard you unlock is easily the most powerful. Perk Greed lets you unlock a fourth Perk to your loadout instead of being limited to three, which can borderline break the game if you choose the right set of Perks. It is also the most versatile of the Wildcards since it gives you the most options to play with instead of a specific bonus you may not find useful. It can also more easily unlock the special bonus buff you get for equipping three Perks from the same category.
Gunfighter - Level 33
Right in the middle of the unlock list, Gunfighter is one Wildcard you could easily make a case for over Perk Greed in some situations. This one increases your attachment points for your primary weapon by three. If you're rocking a top-tier weapon already, this Wildcard can let you tweak its stats even higher. We rank it second because it only applies to one weapon and thus is a bit more limiting.
Overkill - Level 24
For such an early Wildcard, Overkill is quite a powerful choice. This card lets you equip any weapon (except melee weapons) in your Primary and Secondary slots instead of the ones typically reserved for each. That means you can build a loadout with two Primary weapons and be far more versatile on the battlefield. Instead of having to trade off range, damage, rate of fire, mobility, or any other aspect of your game, you can cover almost all your bases by picking two Primary weapons that cover each other's weaknesses.
Prepper - Level 45
Field upgrades are powerful, don't get us wrong, but having two instead of one isn't always that much of a game-changer. It's a bit less useful than Gunfighter only because field upgrades are more situational and require more attention to use to their full potential. If that's you, then this is a great choice.
Danger Close - Level 38
Who doesn't want another grenade, Molotov, or combat axe? Is getting a second Lethal worth the Wildcard slot, though? Not in our opinion. Most of the time, Lethals are used in desperation or as a way to deny enemy movement for a time, and even then, they are risky because of how vulnerable you are while using them.
Tactical Expert - Level 15
The first Wildcard you get is better than nothing, but only just. It's exactly like Danger Close, only you can hold two Tacticals instead of Lethals. This is, by nature, a little worse since Tacticals don't have the ability to kill an enemy (unless you get super lucky and you directly hit an enemy with one who is on low HP). You can get some use out of them, but you're better off upgrading as soon as you have another option.

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The best Perk-A-Colas in Call of Duty: Black Ops 6
A screenshot from Call of Duty: Black Ops 6's zombies mode.

There's nothing more refreshing than taking a nice big swig of a Perk-A-Cola during an intense Zombies match with your pals in Call of Duty: Black Ops 6. Besides tasting great (we assume), these colas empower you with buffs that will keep you alive until the later rounds. These bonuses are just as important as the Pack-A-Punch, but come in a wider range of flavors. It is possible to stack them all, but that gets expensive very fast so you need to be thrifty about choosing which ones are most valuable early on. These colas come in eight different types that may or may not be worth your Essence to chug. If you want to know which ones are the best in Black Ops 6, check out our ranking.
Best Perk-A-Colas in Black Ops 6

We're ranking these Perk-A-Colas based on their base bonuses, not any additional effects you can get if you Augment them, from best to worst.
Jugger-Nog
You can never go wrong with the classic Jugger-Nog. Increasing your health by 100 is useful for the entire duration of a Zombies mode, but especially in the early rounds. Going down is at best a major setback and at worst a cascade into defeat. This extra health allows you to get out of a bad situation that would otherwise end your run.
Quick Revive
This Perk has two components, with the less useful one being the ability to revive teammates 50% faster. Ideally, that shouldn't be needed but is nice. However, what makes it rank so high is the 50% shorter delay on health regen. Your health will come back over time in Zombies but at a dreadful pace. Starting to heal faster means less time running and kiting zombies around and more time in the action helping the team.
Speed Cola
The best early guns for Zombies mode have a large magazine, fast reload, or both. Running out of ammo at the wrong time and not being able to get more rounds in the chamber fast enough has ended many a run, but Speed Cola is the solution. It will speed up your reloads and armor plating by 30%. That's not a massive number, but fast enough to make the difference.
Stamin-Up
These zombies aren't the shambling types. They will chase you down like sprinters, and some of the monstrous ones can outpace you even at full tilt. Stamin-Up sounds like it would let you run for longer, but actually just lets you run faster since you have no limit on sprint in Black Ops 6. Positioning is everything in Zombies so being able to get where you need to be faster is never a bad thing, especially if it's a downed teammate bleeding out.
Deadshot Daiquiri
Every zombie has a weak spot, which is most often the head. Deadshot Daiquiri makes a critical hit hurt even more than normal, plus increases your auto-aim on those weak points when you aim down sights (ADS). That second part shouldn't factor much if you've got good aim, which is why this is only a decent Perk-A-Cola.
PhD Flopper
Not being able to hurt yourself is situationally useful, and the ability to cause an explosion by diving is a risky move. Yes, it's cool, but you don't want to be lying prone surrounded by zombies. This is a cool gimmick, but save yourself the Essence and skip it.
Elemental Pop
When Elemental Pop works, it's great. The problem with it is that you can't rely on it. It gives a small chance on every shot you take to add a random ammo mod effect, which is cool but impractical. If you have spare Essence on you, sure, it won't hurt you to have, but it isn't something that will turn the tide for you or your team.
Melee Macchiato
Finally, Melee Macchiato bottoms out the list. It is fine in the early game when the hordes are small and you're better off meleeing enemies since it will smack enemies away with each hit, but quickly drops off in usefulness. When the zombies get too strong and too numerous, you will need a lot more than a strong punch to deal with them and end up forgetting you even have it.

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