No hacks or anything unusual at all required for what the OP is describing, even if the OP doesn't understand the mechanisms behind what's being described.
All station weapons have reverberating cascade, but the number of hits that most ships will take from the time the starport opens up till the time the ship is clear of any station weapons will often be insufficient to knock out even a modest integrity generator, let alone destroy the block of HRPs underneath.
Station lasers only have a range of ~3km and station autocannons only have a range of ~8km (FCs are a bit more dangerous as they have 8km lasers, but tougher ships can still escape from them). If you are leaving the station, even an Anaconda is fast enough to clear the range of the lasers by the time a bounty is issued for a ram kill in the letterbox.
Increasing station firepower, yet again, is not a real solution here. It's been done three times already and is already more than enough to make things that were implied as possible gameplay near the vicinity of starports impossible. More firepower will not address underlying rules-of-engagement that allow ships to exceed station range within seconds of turning the station hostile, nor will it enable the persistence required for C&P mechanisms to make it the tactics described non-viable.