These sliders are Mr. Laheys sliders, tweaked by me, and were origionally made by Mr. Lahey using Playmakers past current gen sliders as his starting point. Heres what I use right now:
All-Pro
12 minute Qtrs
Accelerated Clock ON
Vision cone OFF
Sub in/out 88/93%
Penalties MAXED accross the board
Hum/CPU AI
Offense (code: tABvqoq2)
QB acc 9/11-12*they kinda suck at 11, but can throw 70yds at 12
Pass blk 5/6
WR catch 10/11
RB ability 10/13
Run blk 4/12
Defense (code: XMd8gOA1)
Awareness 9/13
Knockdown 1/20
Int 0/2
Break blk 3/3
Tackling 1/5
Special Teams (code: U9JQvmo2)
FG length 8/8
FG acc 0/5
Punt length 10/10
Punt acc 1/10
KOL 12/12
these sliders may need a few tweaks, im still experimenting but so far they look ok. remember dont rely on the codes, i may have copied them wrong/may not be the same for PS2
Those of you who tried my other sliders for all madden (which went down the crapper quickly lol) will know that i suggest using these house rules to make the game more challanging/sim style
1-no switching to the WR to make the catch when the ball is in the air
2-no switching to the DB closest to the ball (unless you already are him) to make the play on a ball in the air
3-remain as the punter after punting the ball, changing to the gunner results in only fair catches, no returns for the CPU
4-use the ASK MADDEN feature for all plays. gets rid of the human advantage of playcalling/money plays
5-because kicking is way too easy, let the CPU kick all of your field goals-switch to the opposing team when you dont convert on 3rd down in CPU territory
here is the origional Playmakers thread where these origionated from:
http://forums.operationsports.com/vB...d.php?t=137532
here is the origional post with the sliders the way Mr. Lahey sets them up:
http://www.maddenmania.com/forums/sh...=167762&page=3