Home

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

This is a discussion on M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME within the Madden NFL Last Gen Sliders forums.

Go Back   Operation Sports Forums > Football > Madden NFL Football > Madden NFL Last Gen > Madden NFL Last Gen Sliders
Sports Game of the Year in 2020: MLB The Show 20
Best Racing Game in 2020: F1 2020
Best Franchise Mode in 2020: Super Mega Baseball 3
Poll: What's more important to you, when the time comes to purchase a game? (Click to vote)
Reply
 
Thread Tools
Old 11-23-2012, 12:51 PM   #1025
Pro
 
OVR: 5
Join Date: Mar 2010
Blog Entries: 1
Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by Weewam
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.





Outstanding!!!! In fact, it may just turn out to be BRILLIANT! These sliders WILL NEVER BE COMPLETE without some semblance of a realistic sub out pattern....

This is a very insightful, logical and worthwhile recommendation THAT WE SHOULD ALL test right away...

My brudda from annuda' mudda', I PROMISE YOU that your brilliance will get the crap tested out of it in the lab starting in half hour (I put the the dame and the son up in a hotel near the malls they hit last night..... BRILLIANT move by the Wiz... Wiz just bought himself at least 6 hours of uninterrupted M13 testing time!!!) ... Thank you for your patience and contributions, this gem could be a real keeper....

Stay tuned....


Keep playin'! Keep postin'! Keep Maddening!

the Gospel of Madden has spoken.
MarketingWiz is offline  
Reply With Quote
Advertisements - Register to remove
Old 11-23-2012, 01:00 PM   #1026
Pro
 
OVR: 5
Join Date: Mar 2010
Blog Entries: 1
Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by The Cleanest Genius
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.

Welcome bro to our little corner of insanity.... Truly appreciate you taking the time to come here and post for us your comments...

That having been said, let me "dig" further into your concerns.... When you state that the pass rush is weak, can you help me out and provide me more info... For example: Is it your D-Line that can't get a sack? Is it your LB's? Your DB's? Or do you get sacks, but none of them are coming from the DE's?

Personally, I can dial up a sack almost at will, but I do pay a penalty for trying for a sack.... Let me explain... By bringing 7 rushers, the chances for a sack are over 75%... Now, I don't bring these rushers "head on"... I have the D-Line stunting, the LB's looping and DB's coming at extreme angles... Of course, if I don't get the pressure to the QB on time, I am exposed (as it should be) and a good QB will torch my defenders sitting in zone....

Now, I also get coverage sacks, where my DE's or DT's sack the QB, but this typically happens on 3rd and very long for the first down yardage....

If you can't get sacks, you can soften up the CPU O-Line by dropping CPU Pass Blk to "0"...

Let us know your thoughts when you get a chance....

Lates.


Keep playin'! Keep postin'! Keep Maddening!

the Gospel of Madden has spoken.
MarketingWiz is offline  
Reply With Quote
Old 11-23-2012, 01:03 PM   #1027
MVP
 
cedwebb's Arena
 
OVR: 11
Join Date: Oct 2005
Location: South Dakota
Lol....wiz man, you crack me up!
Will give the changes a try as I love the challenge of the 1st set but just can't stop the run at all. The run game for me was very tough also so the changes there are welcoming. I didn't have an issue with the pass coverage either but it just depends on how good you are a pre snap reads and line adjustments. These def do not allow for someone to sit back and scan the field. If you don't know where you want to go before the snap you are pretty much dead in the water. I like that you may only get one read maybe two then its tuck and run.

Can't wait to get home from work and hit some cold beverages and get it on!
cedwebb is offline  
Reply With Quote
Old 11-23-2012, 01:14 PM   #1028
Pro
 
OVR: 5
Join Date: Mar 2010
Blog Entries: 1
Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by cedwebb
Lol....wiz man, you crack me up!
Will give the changes a try as I love the challenge of the 1st set but just can't stop the run at all. The run game for me was very tough also so the changes there are welcoming. I didn't have an issue with the pass coverage either but it just depends on how good you are a pre snap reads and line adjustments. These def do not allow for someone to sit back and scan the field. If you don't know where you want to go before the snap you are pretty much dead in the water. I like that you may only get one read maybe two then its tuck and run.

Can't wait to get home from work and hit some cold beverages and get it on!



Hey man, throw a few back for me....


Don't forget that you can "mix and match" between SUICIDE and HOLY GRAIL....

Just heed my recommendation that ALL SLIDER TWEAKS happen on the CPU slider side and NOT on the HUM sub-sliders....

Have fun, can't wait to read about your adventures....

Lates...


Keep playin'! Keep postin'! Keep Maddening!

the Gospel of Madden has spoken.
MarketingWiz is offline  
Reply With Quote
Old 11-23-2012, 01:42 PM   #1029
MVP
 
cedwebb's Arena
 
OVR: 11
Join Date: Oct 2005
Location: South Dakota
Quote:
Originally Posted by MarketingWiz
Hey man, throw a few back for me....


Don't forget that you can "mix and match" between SUICIDE and HOLY GRAIL....

Just heed my recommendation that ALL SLIDER TWEAKS happen on the CPU slider side and NOT on the HUM sub-sliders....

Have fun, can't wait to read about your adventures....

Lates...


Keep playin'! Keep postin'! Keep Maddening!

the Gospel of Madden has spoken.
Hey no problem, that I can do! Was also gonna mention that lately I have been getting used to the slow game speed and last night was messing with fast 25TH. I like the speed as the play happens so quickly giving the feeling of real speed. I dig having to make real quick decisions and that def makes one do that. How do you think your set will take if I try that speed and TH? Thanks bra!
cedwebb is offline  
Reply With Quote
Old 11-23-2012, 01:43 PM   #1030
Pro
 
OVR: 6
Join Date: Aug 2012
Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by Weewam
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.
That's great for RBs and WRs, but the collateral damage is absorbed by the DBs and OL. With fatigue that high, you will see far too much substitution at those positions and negatively impact the realism of the game.

It's easy enough to sub you RB when you deem necessary using the depth chart or formation screen IMO. Setting fatigue this high will rotate your RBs better automatically, but they will be running behind the back up OL. You'll get your 3rd or 4th DB subbed in to cover CPUs no 1 WR on a critical play late in a drive.

It is possible to get a decent WR rotation using 50 fatigue if you run the sub in/ out up in the mid eighties. Using the 90/81 you recommend will result in the WR coming out for far too long before coming back in. The in /out spread needs to be very narrow, probably no more than two. I personally go with one. Most WRs only come out for a quick blow after a long gain, or after several consecutive deep routes.

To each their own, but I am much more comfortable making my own RB subs and keeping fatigue lower due to these aforementioned problems.

I have spent a fair amount of time looking into this. These are merely my observations and opinions.

Last edited by Sturzinator; 11-23-2012 at 01:46 PM.
Sturzinator is offline  
Reply With Quote
Old 11-23-2012, 01:51 PM   #1031
Pro
 
OVR: 5
Join Date: Mar 2010
Blog Entries: 1
Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by Sturzinator
That's great for RBs and WRs, but the collateral damage is absorbed by the DBs and OL. With fatigue that high, you will see far too much substitution at those positions and negatively impact the realism of the game.

It's easy enough to sub you RB when you deem necessary using the depth chart or formation screen IMO. Setting fatigue this high will rotate your RBs better automatically, but they will be running behind the back up OL. You'll get your 3rd or 4th DB subbed in to cover CPUs no 1 WR on a critical play late in a drive.

It is possible to get a decent WR rotation using 50 fatigue if you run the sub in/ out up in the mid eighties. Using the 90/81 you recommend will result in the WR coming out for far too long before coming back in. The in /out spread needs to be very narrow, probably no more than two. I personally go with one. Most WRs only come out for a quick blow after a long gain, or after several consecutive deep routes.

To each their own, but I am much more comfortable making my own RB subs and keeping fatigue lower due to these aforementioned problems.

I have spent a fair amount of time looking into this. These are merely my observations and opinions.


Hey thanks bro... I am going to do some lab testing both ways, call me a stubborn mule....

Nevertheless, thank you so much for your feedback...

Let me know if you decide to dial in these bad boys and play a few games....

Peace bra...


Keep playin'! Keep postin'! Keep Maddening!

the Gospel of Madden has spoken.
MarketingWiz is offline  
Reply With Quote
Advertisements - Register to remove
Old 11-23-2012, 01:53 PM   #1032
Pro
 
OVR: 5
Join Date: Mar 2010
Blog Entries: 1
Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

**********REPOST FOR NEWBIES THAT DIDN"T SEE IT ON PAGE 103************











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.



Keep playin'! Keep postin'! Keep Maddening!

the Gospel of Madden has spoken.

MarketingWiz is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Football > Madden NFL Football > Madden NFL Last Gen > Madden NFL Last Gen Sliders »


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 10:17 PM.

Top -