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Before I start, just like to say that not everything has notable information, for instance throwing knives.
Equipment:
Claymores:
Upon being detected by a claymore it has a 0.75 second delay before exploding. (Scrambler pro increases this delay to 3 seconds)
On the detection range, the inch range is 192, with a 70° radius for the forward field of view.
Blast Shield:
A blast shield must be equipped (R2/RB) for its effect to take place, when equipped it reduces explosive damage to 0.65x.
If the person throwing the grenade/launcher, etc, is using Danger Close, this will cancel out the usage of the Blast Shield.
Also, if stuck with semtex whilst the Blast Shield is active, the semtex is powerful enough to kill. *When equipped the blast shield removes your mini-map and minimizes your view*
Flash Grenade:
Unlike the Call of Duty 4 flash, in MW2 it produces a hitmarker, providing the enemy is within the radius of the explosion. The affect of the flash is not as strong if the enemy is looking away from it.
They can be thrown whilst climbing ladders. If a flash explodes in mid-air it affects a larger radius.
Stun Grenade:
The stun affects a much smaller radius than the flash, although if the stun explodes right next to the player they do get blinded for a minimal period of time. Stun grenades also blow up red explosive barrels.
Frag/Semtex
Basic information here, frags can be thrown back, has half the damage of the semtex, hence half the range of killing.
Semtex stick to whatever they hit, cannot be thrown back, can be cancelled prior to throwing, unlike the frags. Obviously, semtex do twice the damage of frags, therefore twice as big of killing range.
Perks:
Scavenger:
Refills the following ammunition:
one primary weapon magazine, providing the ammo is not already full, one seconadary weapon magazine, one equipment/special grenade, one grenade launcher grenade, and four masterkey shells (shotgun attachment for AR's)
However, these refills are very specific regarding the maximum ammunition, this is as follows: maximum ammunition does not count the ammo in the gun currently, for example, if the gun has 150 bullets, with 30 loaded, this is NOT full, therefore an assault rifle has a maximum ammo size of 180 bullets plus the 30 loaded. Launchers have a maximum of 1, to pick up a second the launcher must be reloaded. If the weapon currently equipped is full, along with the equipment, nothing will be scavenged. The only affect the pro perk has is extra mags to begin the game/when you spawn.
Sleight of Hand:
Slices the reload time in half. The pro perk also takes this stat, it applies to aiming in and out.
One Man Army:
Allows the player to change class at any time, the normal perk enables this ability in 6 seconds, when pro it slices the time in half to 3 seconds.
Other things to note are that this perk replaces your secondary weapon. If a player begins the game with OMA, and changes to a class that doesn't have this perk equipped, the kills gained with the switched class count toward the OMA pro kills.
Stopping Power:
Same as previous Call of Duty games, stopping power adds 1.4x damage to guns, this stat is applied to the pro, but for vehicle damage.
Danger Close:
This perk is slightly stronger than its previous (Sonic Boom/Fireworks) it adds 1.4x to explosive damage. The pro version takes the same multiplier and adds it to all killstreaks, obviously the EMP is exempt.
Lightweight:
Lightweight will increase the players movement by 1.1x, this is 8 to 10 percent, depending on the weapon you use.
The pro variant of the perk will cut the time from sprinting to being able to aim in half.
Commando:
Increases the unit of measurement in a melee attack from 128 to 176. The pro perk simply takes away all damage from any fall (excluding falling off the map)
SitRep:
Will cause any enemy equipment to have a red overlay, these overlays are visible from a very long distance (through walls, etc).
The pro perk increases the volume of enemy footsteps by 4x, it also multiplies you and your team mates' footsteps by 0.25x. SitRep pro does not make your footsteps quieter to the enemy, only yourself, this affect is gained by
Ninja Pro,
Steady Aim:
Reduces the hip spray of a weapon by 0.65x, the pro perk increases the sniper breath hold from 4.5 seconds to 9.5, a five second increase.
Scrambler:
This begins to take affect at 800 inches away from the enemy, at 300 inches the radar will be completely fuzzed. Scrambler has no affect if your team have a counter-UAV active.
The pro perk, as mentioned earlier, delays claymores for 3 seconds.
Last Stand:
Not a lot to say, you are at one point of health for 10 seconds, after taking enough damage to kill without the perk.
Other Minor Things:
Painkiller:
Incoming damage is divided by 3. Throwing knives and melee attacks (Riot Shield melee is exempt) still kill in one hit.
FMJ:
Does not increase overall damage of the weapon. It has the same affect as Deep Impact, meaning that through surfaces the penetration is greater, thus higher damage through walls, etc.
Rapid Fire:
The same as Double Tap, increases the fire rate by 1.33x, if you look at it the other way the time between shots is multiplied by 0.75x.
Thanks for reading, if you did 
Please leave feedback, you know, all that good stuff
Also, if anyone has any other info for me I'd appreciate it, especially frag/semtex radius of damage.