Beam? How is that supposed to cut through a hull and damage the PP?
On a non-engineered ship, lasers indeed are not as strong as on the hull as on shields. But they still do damage. In the described scenario, where the PP is at 0%, any damage tick has a small chance to trigger the explosion. As a beam laser delivera a lot of small damage ticks, it does have many chances to trigger the explosion.
(Also note, when ships are well engineered, they by now have quite high resists to all types of damage. So the damage type of the weapon used is of less consequence, unless we're talking about plasma accelerators, which do a good deal of absolute damage. )
What about how it takes much more shots to overload a NPC plant. Vs players i can overload it in 1 to 2 shots maximum after it hits 0% vs NPCs it takes a minimum of 5 follow up shots (2x G3 LR/plasma slug railguns ) and an average of 7 to overload it which is usually just a hull depletion kill as opposed to overload so it may be more.
Unlike the things i described, i have no way to reliably test this. I can test and confirm that many of the "NPCs have unlimited ammo" and "NPCs do not suffer from power reduction" is not true, by observing what they can and can not do any more after a while of combat and inflicting enough damage to them.
On what you bring up now, i find a few problems to test:
1. Reactor explosion on damage is a random thing. Merely blowing up one or two dozens of NPCs does not yet yield conclusive results.
2. To get really reliable results, we'd need to do many exactly definied shots and see when the reactor kill happens.
And i mean MANY and EXACTLY defined. We would need defined NPCs with known setup, standing motionless, so we can repeatedly shoot at them at a certain angle and distance. And wait several seconds after each shot, to see if the reactor explosion sequence is being started. And if the chance number is as low as it seems to be, we'd need to hit at least 250 NPCs that way. Then repeat the same with a player ship with same setup, blowing it up for 250 times.
As it is impossible for us to get the described NPC, this testing can not be done. I personally can't compare the two things, as i have given up PvP when engineers were added to the game, but at that time there was no evidence that NPCs would have an advantage on resisting reactor explosions. So all i have here now is anecdotal evidence, where you claim that NPCs take more shots to blow up and often result in hull destruction instead.
There's many possible reasons for that. One reason could be that their engineering is different and their hull is not as durable as of a player. Another that, as the explosion sequence takes some time between starting and the ship actually blowing up, you manage to land several more hits before they blow up, while you have to work harder for those hits against a player. Just to give two possible examples, i think you can easily add half a dozen more.
So in the end, no, we don't have any guarantee that NPCs do not have some hidden modifier to reduce their chance for reactor explosion. But we also have no conclusive evidence that they do have that. And we know that FD tends to go for minimal effort wherever they can. Which tells me that such a modifier most likely does not exist, but your observation is based on other factors.
CMDR advantages over NPCs:
- Everything related to intelligence and meaningful decision making.
Might be just me, but i feel that this is not always true...
