Please enlighten me with your strategy about them master, you are definitely a proficient video game player that takes a lot of pride in video games
It's all about weapon choice. KPV's will kill a Centipede in one good burst. RPG's with HEAT will usually one-shot them. Early game you have all that EMP weaponry, grenades, shotgun slugs, etc. will completely bypass Centipede armor. Full-auto shotguns with EMP slugs can tear through all types of mechanoids pretty quickly. And don't even get me started on AGS-30 loaded with EMP grenades.
That's the ideal options you want to be working towards and they're all things you can reasonably have by end of year 1 when mechs start raiding. Even if you can't/won't prioritize those though you can still fall back on the lower-tier alternatives: PTRS rifles, stick bombs, frags and molotovs all work if you can deploy a decent number of them, albeit less effectively.
CE balances Centipedes roughly equivalent to a light armored vehicle. If something like
this rolled up to your house with a 30mm auto-cannon, your first instinct wouldn't be to charge it with a pistol, would it? You need specialized anti-tank weapons and tactics and that's where most players new to the mod trip up, because Rimworld teaches you the only way to fight is lure stuff into your killbox and shoot it with whatever gun has the highest DPS. That's why the old CR OP had an FAQ section dealing specifically with Centipede tactics and why CE includes a learning helper entry telling you to get heavy weapons to fight Centipedes with.
too bad lads I think this mod's dev thinks you are stupid
I like the fact you have to quote a guy playing on a non-public dev build where Centipede armor was bugged to be twice it's normal value for support. But hey, if that makes you feel better about your opinion

Just a quick information: You probably should do conditional patches with your mod to avoid incompabilities to other mods, which modify existing stuff (duh!
)
My mod (toxic fallout protection suit) and CE both modify the toxicsensitivity stat of the power armor, resulting in an error. I already fixed that on my end, but to help with other incompabilities, you could (or should) use patch sequences
CE already uses sequences wherever practical but if we did them for every change we make we'd end up with a huge number of extra operations. CE already has a massive impact on startup times due to the amount of patches, I'd rather not make it worse. Thanks for fixing it on your end though.