Ok I've been personally finding MW2 Weapon Charts and so far these are the early ones that have been built so far. They also have found some of the new gun glitches. There's also extra information for those of you who are new to the whole weapons chart info. For a good example this is what the final version should look like. (CoD4:MW)
MW2
Chart Info / Weapon behavior
* All weapons have a maximum and minimum damage value. Weapons do their max damage up until a certain distance when the damage begins to decrease and eventually levels out at the min damage value. Silencers will cause this falloff to occur earlier, and thus do less damage at longer ranges.
* Some weapons don't experience any falloff, and maintain their max damage values at any range (LMG, Snipers). Equipping a silencer on these weapons will permanently drop the weapons damage to it's minimum damage, regardless of range, so you'll get the minimum damage no matter how close or far away you are.
* The only weapon that violates both of these rules is the UMP45, which always does it's max damage, regardless of distance or attachments. A silenced UMP45 at long range is just as powerful as an unsilenced UMP45 at close range.
* Different areas of the body still have their own damage multipliers, though there seems to be a slightly simplified model (no "neck" hit area, as this is now grouped together with the upper body / chest area). The damage multiplier for the head is still 1.4 or 1.5 like it was in COD4. Sniper Rifles still remain the only weapons to take full advantage of the body part multipliers, and use the same damage x multiplier system that was in COD4.
* Stopping Power still multiplies weapon damage by 1.4 on top of any other multipliers.
* In Core game modes you have 100 health points and in Hardcore you have 30.
Assault rifle:
M4: 30-20
Scar-H: 40-30
FAMAS: 40-30
M16: 40-30
ACR: 30-20
TAR-21 : 40-30
FN FAL: 50-35
F2000: 30-20
Ak-47: 40-30
SMG:
Mp5K:40-20
P90:30-20
UZI:30-20
Vector:25-20
UMP:40 - 35
LMG:
(silenced)
L86: 40-40 (30-30)
RPD: 40 -40 (30-30)
MG4: 30 -30 (20-20)
AUG: 40-40 (30-30)
m240: 30-30 (20-20)
handgun:
USP: 40-25
magnum: 50-35
m9: 40-30
Desert Eagle: 50-40
Machine pistol:
pp2000: 40-20
glock: 30-20
m93: 40-30
TMP: 30-20
Sniper:
70 normal, 50 silenced
(head, chest, stomach,)
intervention: 1.5 - 1.5 - 1.1
Barret: 1.5 - 1.5 - 1.1
WA2000: 1.5 - 1.5 - 1
M21 EBR: 1.5 - 1.1 - 1
Miscellaneous
* Iron sights have little, if any, effect on shotgun spread / accuracy.
* Extended Mags do not provide any additional ammunition, it merely extends the round capacity of the weapon in question by half.
Differences Between COD4 and MW2
* Base weapon damage values in MW2 are on average very similar to COD4, with no substantial increase in MW2 over COD4.
* Weapons have much longer range in MW2, retaining their max damage for a much greater distance.
* Weapon "idle" (reticule sway) has been greatly reduced in MW2 and is virtually non-existent except for on scoped weapons such as Sniper, ACOG, or Thermal.
* Weapon "kick" (recoil) has been greatly reduced in MW2, particularly for assault rifles, and is the chief factor in affecting how much more deadly the weapons in MW2 are compared to COD4.
* Hip fire is much more accurate in MW2, and sub machine guns no long hold a significant advantage over other weapons in this area.
* As far as I can tell, hit detection and lag compensation in MW2 is improved over COD4, reducing the lag advantage for faster moving targets and allowing more rounds to make contact as intended instead of missing due to lag / poor netcode.
* All of the above factors make the weapons in MW2 much more deadly than in COD4.
Because of this, TAR-21 and UMP45 will probably my favs for hardcore now. Also seeing how Silencer doesn't effect UMP45 is a great bonus I can't help but abuse.