http://denkirson.xanga.com/742784256/crysis-2/
All data is 100% accurate, taken from game's files.
Most of the stuff in the game is rather complex and some things are spread in multiple places. It may take a while for me to figure out and organize everything.
Some stuff. Info on all of the Suit Modules below the (currently empty) weapon chart.
The Player has 100 Health.
The Nanosuit has 100 Energy.
After one second of not using any energy draining functions, the suit will recharge 30 energy per second.
If the suit is reduced to 0 Energy, it stays disabled for three seconds before recharging.
Recoil for most weapons is low (it should be, you have a big muscle suit) and character models are rather stiff and upright.
There is not a lot of randomness when the weapon is sighted (much less with Aim Enhance), meaning accuracy and reflex are pivotal in a shootout. Aim for the head.
Weapons start off with a certain amount of Damage out to a set Distance.
After that range, the weapons in Crysis 2 lose Damage Per Meter to a Minimum Damage.
For example, the SCAR loses 0.25 damage per meter until it reaches 25 Damage.
The Single Fire mode on assault rifles has its own Damage and Range and Rate of fire.
Silencers typically have minor negative effects to go with the quietness. Slightly lower minimum damage and shorter range at which damage drops.
Weapons in Crysis 2 have their rates of fire measured in Rounds Per Minute.
Divide 60 by that RPM and you'll get the FireTime, or time between each shot fired.
The Rapid Fire Suit Module multiplies the rounds per minute uniquely for each weapon.
Weapons have a single Reload Time. Exception being the Marshall.
Along with the Reload time is the Fill Ammo Reload Fraction or "AddTime", the point when the ammo counter changes.
The Spread of a weapon has both a maximum and minimum, both reduced by a 0.8 multiplier when crouching.
The Point Fire Enhance Suit Module multiplies the spread of each weapon.
The Laser Sight Attachment reduces the spread of most weapons to around 3.0 and less when firing from the hip.
The functions of Recoil are still mostly a mystery to me, but have some numbers anyway. Recoil is really low anyway.
The recoil has a Maximum X and Maximum Y axis. Y for up and X for left-right.
Attack is probably the speed at which the the weapon/view is moved away from the point of aim.
Decay actively (and very rapidly) slows the Attack speed and returns to the center.
There is a small bit of Randomness to Attack that prevents the speed of the recoil from being 100% predictable.
Finally, the Aim Enhance Module multiplies the Decay of each weapon positively so that it recovers faster.
The Mobility of a weapon is very simple.
The Base move speed multiplier of a player is that of the weapon in his hand and when not zoomed in.
When zooming in, the player's speed is decreased to the multiplier of whatever sight attachment he has on.
For example a player with a SCAR+Assault Scope will move at 98% speed and 50% when looking through the scope.
As for underbarrel attachments' negative effects to the Mobility stat in the weapon menu: no effect (unless that number is somewhere else).
RPM: Rounds Per Minute
It took me a long time to do this, so I would appreciate every reply.
HITBOX MULTIPLIER:

By den:

SCAR-H
Damage:
0-35M: 30 Damage
35-infinite: 25 Damage
Rate of Fire: 700RPM
Special Feature:
Single shot increases the damage of the Scar.
0-35M with single shot: 40 Damage
35-Infinite with single shot: 30 Damage
Rate of Fire with single shot: 500RPM
Scarab
Damage:
0-35M: 24 Damage
35-Infinite: 20 Damage
Rate of Fire:900RPM
Special Feature:
Single shot increases the damage of the Scarab
Damage:
0-35M with single shot: 30 Damage
35-Infinite with single shot: 24 Damage
Rate of Fire with single shot: 900RPM
Grendel
Damage:
0-30M:35
30-Infinite:31
Rate of Fire:900RPM
Special Feature: None
Feline
Damage:
0-15M: 20 Damage
15-Infinite: 15 Damage
Rate of Fire:1200RPM
Special Feature:None
K-Volt
Damage:
0-20M: 17 Damage
20-Infinite: 12 Damage
Rate of Fire:1200RPM
Special Feature:Drains enemy energy with every shot
MK60
Damage:
0-58M: 37 Damage
58-Infinite: 30 Damage
Rate of Fire:550RPM
Special Feature:Massively increases recoil when moving
L-TAG
Damage:
Fires a Explosive with a total radius of 6M.
Deadly radius is 1,5M.
125 Damage in the center of the explosion
Special Feature:None
X-43 Mike
Damage:
0-17M: 11,5 Damage
17-Infinite: None
Rate of Fire:1500RPM
Special Feature: Ignores Armor Mode
Jackal
Damage:
0-9,5M: 14 Damage with x7 Buckshot
9,5-19,5: 4 Damage with x7 Buckshot
Rate of Fire:270RPM
Special Feature:None
Marshall
Damage:
0-11M: 30 Damage with x8 Buckshot
11-15M: 5 Damage with x8 Buckshot
Rate of Fire:55RPM
Special Feature:None
DSG-1
Damage:
0-Infinite: 61 Damage
Rate of Fire:90RPM
Special Feature:None
Gauss
Damage:
0-Infinite: 115 Damage
Rate of Fire:55RPM
Special Feature:None
Nova
Damage:
0-15M: 30 Damage
15-Infinite: 20 Damage
Rate of Fire:450RPM
Special Feature:None
Hammer
Damage:
0-15M: 40 Damage
15-Infinite: 30 Damage
Rate of Fire:200RPM
Special Feature:None
Majestic
Damage:
0-20M: 60 Damage
20-Infinite: 50 Damage
Rate of Fire:135RPM
Special Feature:None
AY69
Damage:
0-15M: 17 Damage
15-Infinite: 13 Damage
Rate of Fire:800RPM
Special Feature:None