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M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Old 11-23-2012, 01:39 AM   #1017
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME




Holy smokes....... My son and the hag, FINALLY blitzed for "Black Friday" gorging....

As I am sure you ladies realized, I was "grounded" by the honey due to my "non-flattering" depiction of dames in one of my last posts last night.... It's all good now, slipped her a few benjamins (now you guys tell me, how is that not being a 'ho?!?!) to calm her down and she took off shopping...

Back to business...

I see that the Penalty tweaks are not working.... Grrrrrrrrr..... Back to the lab!

I am going to completely "dumb down" the CPU skill set, and see if the issue is that the "true madden (meaning all HUM sub-sliders equal 75)" A.I. logic is broken... I kinda suspected this when I was in lab for 4 weeks, but never really got around to testing it on the mass scale that we are testing at the moment....

What is VERY interesting is that once ANY of the sub-slider groups breaks the magical "75" ceiling, the CPU A.I. logic tames itself IMMEDIATELY....

Maybe.... If it's all the same to you guys, I will finish polishing my CUSTOM ALL-MADDEN sliders (this means that SOME HUM sub-slider sets WILL BE over the "75" threshold)... I was 3/4 done with them just before Halloween, when my curiosity got the best of me and decided to build a TRUE MADDEN slider set...

But, it just may be, that a TRUE MADDEN slider set is not in the cards this year.... Let me explain...

To deal with the issue of stopping the CPU running game, we would have to JACK UP HUM RUN REACT to at least 45 maybe even 50... this would leave us 25-30 points for BLK SHED and TACKLING... To force fumbles, you need HUM TACKLING to be AT LEAST 35, this would put us OVER the 75 sub-slider thresh-hold.... Well then, screw fumbles, and set HUM TACKLING to 30, this would leave HUM BLK SHED at "0".... At "0", the animations of the O-line & D-Line interacting are not realistic since the HUM D-line will shed any blocker, almost instantly, thus negating any of the "player attributes" and making the HUM D-Line feel 'roided up and "slider driven"....

Mess with the CPU BRK TKL and RUN BLK you say?....Well, once you get below 45 on CPU BRK TKL, the CPU players running with the rock lose their BCV rating which allows them to do those "smooth" cuts and zig-zags that y'all are probably loving to see (of course that is, until that zigger, zaggs, and your defensive players have to chase that SOB down the line as he torches you for a TD)....

So that is the quandary....

DO WE WANT TRUE MADDEN SLIDERS? If so, let me dumb down the CPU sliders while trying NOT TO LOSE the personality and strengths of your CPU opponent, meaning if I dumb them down too much, then ALL CPU opponents will feel the same, no personality...

IF Y'ALL TELL ME, "SCREW TRUE MADDEN", GIVE US "ALL-MADDEN" CUSTOM SLIDERS, and "hurry your a.ss up Wiz", then I will go to DEFCON 4 and get those suckers ready for you pimps this weekend...

Right now I am in the lab, "dumbing down" the present sliders on the CPU side....

Y'all decide.... I'm cool, remember, I am just the cook... Y'all call the shots!

Lates.


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Old 11-23-2012, 01:47 AM   #1018
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by Steelers23
These sliders are ridiculous. I have mentioned in other posts how my run game is very weak compared to others, this game was DREADFUL. I started to click with the passing game but the run game is way out of my league. Shonn Greene looked like the Bus and Mendenhall looked like a high school player in the NFL. Broken tackles might be an issue as well.

I had 7 drops and the CPU had 1.

Look at big Ben's yaradage, no TD's! I struggle with a short field in the red zone. I feel like the defenders are hugging the receivers in known short yardage plays. 5 FG in the red zone to 0 TD's in the red zone, could be my poor playing or a sign that defensive coverage is a tad too tight.

I had 3 sacks on them and they had 3 on me. All but 1 on me seemed to be coverage sacks.

Both teams had 0 punts in the 20.

I love the competitiveness of these puppies, but dang, 0.7 average on the ground? AIR TIGHT coverage is a bit of a concern as well because a couple times I thought Wallace, with his speed, should have burned the DB.

In no way am I meaning this to be a bash on all of your hard work. Just my .02.

New York Jets at Pittsburgh Steelers
Jan 1, 1ST2ND3RD4THSCORE
New York Jets (CPU)1000010
Pittsburgh Steelers (Me)3103622
Team Stats Comparison

NYJPIT
Total Offense218364
Rushing Yards15126
Passing Yards67338
First Downs1320
Punt Return Yards2240
Kick Return Yards16445
Total Yards404449
Turnovers3 (-3)0 (+3)
3rd Down Converstion48
4th Down Conversion

2-Point Conversion

Red Zone Touchdowns/Field Goals1/00/5
Penalties15 yds40 yds
Posession Time23:5836:02
New York Jets
PASSINGC/AYDSTDINT
B.Roethlisberger24/4135800
RUSHINGATTYDSAVGTD
R. Mendenhall (1 BTK)19140.70
J.Dwyer3113.70
B.Roethlisberger (1 Fumb)510.20
RECEIVINGRECYDSAVGTD
H. Miller712017.10
M. Wallace68614.30
J. Cotchery (1 Fumb)58116.20
D. Gilreath45012.50
R. Mendenhall22110.50
Pittsburgh Steelers
PASSINGC/AYDSTDINT
M. Sanchez (1 Fumb)9/228802
RUSHINGATTYDSAVGTD
S. Greene (7 BTK)321404.41
I. Redman11111.00
RECEIVINGRECYDSAVGTD
D. Keller45714.30
S. Holmes2189.00
J. Kerley155.00
J. Conner155.00
S. Greene133.00


Shheeeeesh.... You ain't kidding bud.... Your run game BLOWS.... Overall, your stat line was fine.... Don't like the number of drops you had, but then again it depends who was doing the dropping and under what conditions.... If it was due to the pressure forcing you to get rid of the rock early or off balance, then it is what it is... If it was the slider "bugging out" then the Wiz better fix dang it!

What is weird is the "air tight" coverage that you are seeing.... In my games, I don't see it... then again, I know a thing or two about football strategy, and that helps me tremendously.... I mix in counters, draws, screens, short curls, like no one's business and that typically keeps the CPU off balance allowing my the holes to deliver the rock and or find the hole when I am running....

I am in the lab doing some tweaks, let me see how that goes....

Peace...


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Old 11-23-2012, 01:52 AM   #1019
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by deezyskillets
I noticed that the HUM offensive line doesn't hold as long as the CPU O-line. As soon as I touch the ball a D-line man breaks through.
This is DIRECTLY RELATED to the CPU RUN REACT SLIDER in tandem with the CPU BLK SHED slider working together....

Due to the "off-side penalty effect" (a high off-sides penalty slider causes D-linemen to shed their blocks faster), I dumbed down the "off-side" penalty slider, and then futzed with the CPU RUN REAC and CPU BLK SHED... I am back in the lab tweaking this part of the game to "tame" it...

I am also "taming" CPU PASS REAC since some of you are having an issue with the DB's being in such tight coverage, that they are "becoming your WR's skin".... Funny though, some of us don't have a problem with this type of "tight" coverage and know how to beat it....

Stay tuned.

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Old 11-23-2012, 02:10 AM   #1020
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME




Ok.... GREEEEAATT results coming from my emegency lab tweaks to deal with HUM PASSING, HUM RUSHING and CPU RUSHING....

Give me a few.... I believe that we are back on track, with the TRUE-MADDEN Turkey Sliders...

Mind you though, that for some vets, the tweaks will make the game easier to pull off a "W"....


Stay tuned....


Keep playin'! Keep postin'! Keep Maddening!

the Gospel of Madden has spoken.

Last edited by MarketingWiz; 11-23-2012 at 03:41 AM.
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Old 11-23-2012, 04:28 AM   #1021
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

About another hour, and the REBOOT of the Turkey Sliders will be ready....


Stay tuned....


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Old 11-23-2012, 05:48 AM   #1022
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME



The ReBoot of the Turkey Sliders V. 7.2


Ok boys.... You bark, I listen, that simple.

I have decided to have two "true" Madden slider sets (this means that the sub-sliders DO NOT go past 75).

One set is for Madden Vets, who like an insane, elite NFL caliber challenge.... The CPU Defense makes very few mistakes for you to capitalize on. Still SIM play, but your Madden skills have to be top tier. Chances of winning a game with these sliders, is less than 50%, closer to 25% chance of winning every game.... You do not need GameFlow for this set, it is challenging enough that even if you cheese, it may still not be enough to help you win...

The OTHER set is for Madden Vets, who want each CPU opponent to play to their weaknesses and strengths, BUT, can live with the CPU Defense providing you with enough brain farts, that your skill set SHOULD capitalize on. Chances of winning a game are at 50%, or better, IF YOU CAN capitalize on every CPU error. You should use GameFlow for this set for the first two downs, and you call any play you want on third down.

Requirements for testing

1) Plenty of time to play. In other words, if ya got one of them ladies that is going to be busting "nuts", you may not want to volunteer...

2) A notebook and #2 pencil to jot down notes and "oddities"

3) Play at least 6 games, as is, no tweaks, and track stats accordingly








What we want to track:

1) the individual stats for the QB, RB, WR's

2) the global stats for the Defense (ie total sacks, int.'s, forced fumbles)

3) Track, fumbles, drops, break tackles (for RB's and WR's/TE's), total # of penalties per team

4) How many punts inside the 20 your punter nailed

5) Total plays

6) This next part is more subjective: Ebb and flow of the game.... Try to answer the following questions:
a) Did the gameplay, "stress" you? Meaning, did you feel that if you lost focus of your defensive or offensive play-calling, or didn't field position properly, it would cost you the game?
b) Did the gameplay reflect the key strengths/weaknesses of the team you faced? Meaning, that stars, should play as such and duds should play as such. Rodgers and Matthews for GB, Gore and 49'ers D for the 49'ers, Forte and Bear's D for da Bears, horrible Run D for the Faiders, horrible pass D for the Titans, etc.. So as an example, if you post up a stats against the Faiders, you better have OUTSTANDING rushing numbers for your RB, and this would constitute the gameplay reflecting the key weakness of playing the Faiders..
c) How was the competitive balance of the game? Meaning did the stars step up and did you have to "game plan" against them to neutralize their impact on your game? We are hoping that we can get the CPU A.I. to challenge us through the studs of the game.... i.e. Big hitters create fumbles, ball hawks intercept poorly thrown balls, elite QB's shred average D's, elite RB's truck average D's, and so on...
d) Did at any point did you feel that it was "impossible/extremely difficult" to game plan against a particular strength or player of your CPU opponent.... And vice versa, did the gameplay seem that you could just have your will with the CPU opponent?
e) How did strategy work in the gameplay?
Meaning, if you bring a blitz on a pass play, more times than not, did it cause a poor decision by the CPU QB or not? Does pressure cause the CPU to commit more unforced errors? And vice versa, if you "sit back" in zones, does an good team pick you apart? Were you forced to use more TE's to protect your QB from the onslaught of pressure from the CPU?
f) Did the pressure and recognition from the CPU feel right? Meaning, are you getting less than 3 seconds in the pocket when the CPU blitzes? Does your pocket break down, forcing you to leave the pocket or throw the ball away? Are you getting stuffed on outside runs more often than not? Are you getting stuffed on inside the tackle runs when you have no lead blocker in front of you, more often than not?
g) Were turnovers forced by playmakers with high POW attributes and/or poor HUM decision making?
h) Were sacks forced by too much time in the pocket, coverage sack, poor blocking scheme (meaning you did not have enough blockers for the situation at hand)? Look here peeps... You have to start learning football.... You cannot think that against aggressive defenses that you will get away with 4, 5 or even 3 WR sets, when the D is bringing 6 or more rushers and avoid a sack or a poor decision... Sacks are legit if you are too dumb to set up proper blocking schemes
i) Were picks legit picks due to poor decision making or a great defensive player making a great play on the ball?
j) Were fumbles legit due to the D getting a hat on the ball and the HUM did not cover up the football?
k) Did either passing or running feel "too easy" for you?
l) Does the CPU scramble appropriately?
m) Do the big hitters, lay the wood on you? Do they cause turnovers or dropped balls?















SLIDER SET #1: SUICIDE SLIDERS







Skill Level: ALL-MADDEN

House rules:

(1) DO NOT USE the right analog stick when there is a run or pass play. In other words, do not use the right analog stick DOWN for a run play by the CPU as the play begins and vice versa, do not push UP with the right analog stick when there is a pass beginning to develop.
(2) Hot routes are cool
(3) Consider having two controllers plugged in when you start your CCM game. Consider for your opponents playbook to switch it to BALANCED, or RUN HEAVY or PASS HEAVY, depending on the type of team you are playing if run / pass ratios have you tripping
(4) USE ONLY the right analog stick when attempting field goals, anything else, and you are a CHEESE, unless you are inside the 10 yard line, then it is OK to use the left stick to aim first, before kicking.



Quarter Length: 15 min

Accelerated Clock: On and min. play clock set at 14 secs if you know your offenses play book ... If you DO NOT KNOW YOUR OFFENSES PLAYBOOK, then set at 17 secs


Auto Strafe:ON
Auto Sprint: ON

Play Calling: FREESTYLE, it is all you baby….


Injury:
50

Fatigue:
50

Speed:
SLOW

Threshold: 65



Game Play Sliders: User/CPU


QB Accuracy 6 / 6
(CPU could be 5, still testing)
Pass Block 5 / 5
WR Catch 48 / 49

Broken Tackles 50 / 50
Run Block 0 / 45
Fumble 20 / 5
(being tested)

Pass reaction 15 / 15
Int 23 / 25
Pass Rush 37 / 35

Rush reaction 25 / 40
Block Shedding 20 / 50
Tackle 30 / 30



Special Teams

FG Power
54
FG Accuracy
44 (the way that I kick is that I just use the right stick in Kicking. I don't aim with the left stick, except when inside the 10 yard line)
Punt Power
52
Punt Acc 73

Kickoff Power
46



Penalty

Offsides 50
False Start 75
Holding 53
Facemask 55
Defensive PI 50
Offensive PI 50
Pnt Ret Interfer. 33
Clipping 33
Intent. Grnding. 50
Roughing QB 33
Roughing Kicker 33


Auto Subs:


Don't work for me.... What I do is that on my first offensive play, I call time-out, and I sub in my BRUISER BACK into a couple of my short yardage run formations, and/or my change of pace back into a couple of my toss/sweep/draw/pitch play formations ....




As always, if you use them, ya gotta come back and give us a shout.... Tell us whatcha think, how the game went.....








SLIDER SET #2: Holy Grail of Madden Sliders





Skill Level:
ALL-MADDEN

House rules:
(1) Recommend Gameflow for Offense play calling. Use GameFlow for the first two downs, third down is ALL YOU BABY. Also, last 2 minutes of each half, IS ALL YOU BABY.
(2) DO NOT USE the right analog stick when there is a run or pass play. In other words, do not use the right analog stick DOWN for a run play by the CPU as the play begins and vice versa, do not push UP with the right analog stick when there is a pass beginning to develop.
(3) On DEF, control ONLY one player, you can switch on run plays by the CPU when the CPU crosses the line of scrimmage. If the CPU callsl a pass play, you are allowed to switch, ONLY AFTER THE RECEIVER catches the ball (I control the FS, since my hand eye coordination is not that good to tackle as a LB).
(4) Hot routes are NOT COOl... Let the CPU make a mistake and capitalize on it!!!!!!
(5) Consider having two controllers plugged in when you start your CCM game. Consider for your opponents playbook to switch it to BALANCED, or RUN HEAVY or PASS HEAVY, depending on the type of team you are playing if run / pass ratios have you tripping
(6) USE ONLY the right analog stick when attempting field goals, anything else, and you are a CHEESE, unless you are inside the 10 yard line, then it is OK to use the left stick to aim first, before kicking.



Quarter Length: 15 min

Accelerated Clock:
On and min. play clock set at 14 secs if you know your offenses play book ... If you DO NOT KNOW YOUR OFFENSES PLAYBOOK, then set at 17 secs

Auto Strafe: ON
Auto Sprint: ON

Play Calling: For Offensive and Defensive play calling, GameFlow is recommended. The rule is use GameFlow on first and second downs only, THIRD DOWN is all you baby. Last 2 minutes of every half are also FREESTYLE, it is all you baby….


Injury: 50

Fatigue: 50

Speed: SLOW

Threshold: 65


Game Play Sliders: User/CPU


QB Accuracy 6 / 6 (CPU could be 5, still testing)
Pass Block 5 / 5
WR Catch 48 / 48

Broken Tackles 55 / 45
Run Block 0 / 45
Fumble 20 / 05
(being tested)

Pass reaction 16 / 25
Int 20 / 20
Pass Rush 39 / 26

Rush reaction 23 / 30
Block Shedding 12 / 36
Tackle 40 / 30

(**Note: If you still can't muster a running game, then lower rush reaction to 25 for CPU and lower block shed to 30.... At this setting, you better be Barry Sanders)



Special Teams

FG Power 54
FG Accuracy 44 (the way that I kick is that I just use the right stick in Kicking. I don't aim with the left stick, except when inside the 10 yard line)
Punt Power 52
Punt Acc 73
Kickoff Power 46


Penalty

Offsides 50
False Start 75
Holding 53
Facemask 55
Defensive PI 50
Offensive PI 50
Pnt Ret Interfer. 33
Clipping 33
Intent. Grnding. 50
Roughing QB 33
Roughing Kicker 33

Auto Subs:

Don't work for me.... What I do is that on my first offensive play, I call time-out, and I sub in my BRUISER BACK into a couple of my short yardage run formations, and/or my change of pace back into a couple of my toss/sweep/draw/pitch play formations ....

As always, if you use them, ya gotta come back and give us a shout.... Tell us whatcha think, how the game went.....




------------------------------------


Personal thoughts: While I love the FEAR of losing every game I play, reality is that it's about the stars that play the game....

The SUICIDE set is a MACHO challenge for those VET's that want to show off their skills.... Weak NFL teams can beat you even if you are the Patriots, 49'ers, Broncos, Bears, etc when you use the Suicide Set... This is not the "real" NFl.... In the "real" NFL, weak teams LOSE more often than not.... It became pretty obvious that playing as one of the elite teams with the SUICIDE SET against a weak team, it doesn't seem right that he weak team can beat you more times than not.... That did not sit well with me....

This is why I call the second set, "the Holy Grail of Madden" set.... The second set is very close, in my humble opinion to what we have been searching for since late August.... A slider set for "true All-Madden" that plays like a SIM.... Yes, some sacrifices need to be made (like using GameFlow on Offense and Defense for the first two plays), but the feel of the game seems right with slider set #2....

Bottom line is that our humble slider project not gives you an option on how you like your M13 served..... As always, you decide....

Going forward, from this point, I will be working with the Holy Grail of Madden slider set exclusively, so that I can perfect it.... This means that I am going to play the crap out of it in the lab for two or three full seasons to make sure that the stats are coming out properly....

Before I check out, I want to stress a very important point with regards to the base sliders sets posted.....

If you are going to tweak them, tweak ONLY the CPU sliders groups.... LEAVE the HUM sub slider groups alone... They are tuned for balance and complement.... By tinkering with the HUM sub sliders, you can throw off the balance of the sliders, and it is this balance that provides the smoothness, great animations and the ebb and flow that creates individual dramas for each game....

Look forward to your comments and responses...

Wiz out.



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the Gospel of Madden has spoken.


Last edited by MarketingWiz; 11-23-2012 at 05:52 AM.
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Old 11-23-2012, 06:42 AM   #1023
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Wiz, do me a favor and take this to the lab for a couple of games, and see if your results are similar to mine. I've been trying to find a semblance of working order for auto subs, and it starts with fatigue. Bottom line is that a higher fatigue setting will drain a player's stamina more quickly, and it seems obvious that autosubs are tied to stamina. In the past I've played with fatigue set at 70 or 75, but recent research I've done shows a lot of people prefer it at 65, I guess to offset a higher injury rate. Anyway, if you plug in 65 for fatigue, scaling upwards by 5 for testing, and set your autosubs as follows, you should see autosubs working more effectively. Keep in mind that what I've seen from autosubs is that it's tied directly to an individual player's stamina rating, so if your player has a higher or lower stamina, you have to adjust accordingly. For the simplicity of the test, I'm only going to recommend RB and WR, and assume a stamina rating of 95.
RB sub in: 92
RB sub out: 83
WR sub in: 90
WR sub out: 81

WR is a bit lower because you play more of them, and usually when you get down to your third or fourth WR, their stamina starts to drop. Having a lower sub out will keep them in longer. If you don't see results at 65 fatigue, bump it up to 70, but I wouldn't go higher than 75. The other thing to keep in mind is when players are more tired, they get injured more often, so to counter that, we might have to bump injury up to 55 or 60.

Anyway, that's my thoughts on autosubs, and I have seen them work for the most part, on my team anyways. I don't know what CPU autosubs are set at, but they don't sub out quite as often. My team definitely does though. Couple this with smart manual substitutions, ie plugging your power back in for short yardage situations, and you should see an end result of about 20-25 carries for your main back, and up to 10 carries for your second back, as well as a solid rotation to keep your WRs fresh.
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Old 11-23-2012, 08:29 AM   #1024
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

For the most part, your Turkey Day sliders were serviceable. The only issue I had is a lack of pass rush(which seems to just be a Madden problem) and non existent run defense. Everyone would be sucked into blocks and get pushed around leaving the RB with multiple choices for running lanes. Granted, I'm playing with the Titans but I still shouldn't be giving a back like Donald Brown a 250+ yd day (which was the last straw for me with these sliders).

So I came here to ask for running D advice only to find that you've posted a new set. I will be trying this new "Holy Grail" of yours and hope that it'll give me better defense.
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