Usually characters are trying to do this for some reason - so I handle it as a Task Check with difficulty appropriate for weapon vs object.
Just using damage points is not always a reasonable approach and establishing fixed numerical values is quite arbitrary to begin with. Consider, a wooden club being used to brute force puncture a starship hull. Sounds a little preposterous.
However, one might have a chance of breaking a seal around a viewport or access panel - difficulty would reflect how possible you situationally think this might be, and player attributes and skill will affect their odds. A sword is likely to have better effect against a seal than a laser, which might just end up making a better seal. With difficulty one can reflect this aspect fairly easily (more difficult with laser). Damage rolls and points don't really reflect this.
Example of trying to make an exit (ala Star Wars princess rescue):
Marginal Success - damage is just good enough - maybe surface is too hot to immediately enter, or opening will require gear to be brought through separately.
Success - it worked...
Exceptional - maybe collateral damage was beneficial and took out an opponent, or made obscuring smoke.
Marginal Failure - made a hole, but its too small or closes back up quickly
Failure - not enough damage/if any
Exceptional Failure - damaged weapon... may have injury from weapon/collateral damage