Talk:Alpha-class Star Wing Expansion Pack/@comment-32545975-20170823214957/@comment-454133-20171017173225

A 3-agility ship that can token up could keep that stealth device for many rounds (and shed a lot of damage in the process), while a 1- or 2-agility ship like the Firespray or U-Wing could very easily lose it after the first shot, and usually does in my experience. The fact that the first hit removes the Stealth Device changes the value calculation of the upgrade considerably.

The difference between 2 and 3 agility isn't nearly as strong as the difference between 3 and 4. For the same reason, Jan Ors granting +1 dice to the attack on a two-dice Z-95 isn't nearly as helpful as a +1 to Biggs or Hera, especially Hera at range 1 (5 dice -> 6 dice). Overwhelming the enemy's defense roll is the difference between no damage and some damage (plus more dice tends to push the odds in your favor anyway). Likewise, pumping your defense to overwhelm the enemy's attack means they need a very lucky pair of rolls to hit at all.

So a 3-point Stealth Device is rarely a good investment on a 2-agility ship. The two exceptions I've noticed are "Countdown" (whose ability prevents being "hit" so he keeps the stealth device for a while, which might be better than LWF), and Viktor Hel, who discourages enemies from attacking him and punishes those who do. Add Engine Upgrade + Autothrusters to Viktor thanks to his title, and he can hold onto that Stealth Device for a reasonably long time -- I shut down a Kylo Ren + Gunner RAC this way.