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

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Old 11-25-2012, 10:48 PM   #1065
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME



I was let back into the lab ladies.... I am really bummed to let you peeps down and not have a patch posted yet....

As a consequence of not being able to deliver the goods thus far on a Holy Grail set, I have decided to FIRE the previous project manager (my real world counterpart, who is a schlep that dreams of "what coulda' been" if I was born 6'3", 245 pounds and could jump out of buildings and run a 4.4 - 40 yard dash, "I coulda' been in da game," I mumble to myself, every night as I go to sleep) and hire my alter-ego, "Slider Wiz" (fyi, trademark pending) as the new project manager for the Holy Grail

And now that we have a new project manager on the job, Slider Wiz felt compelled to let you "peak" into some of the "going-on's" that actually happen in his lab....

Slider Wiz is pretty sensitive about disclosing his statistical methods and approaches to slider tuning, but since the previous project manager "dropped the ball" on a self-imposed deadline to deliver a patch today, Slider Wiz did not want to risk losing the trust of this thread, and OP in general, and from here forward, Slider Wiz will carry the torch as we continue in our quest for the Holy Grail of Madden slider set (What you see on SUN-day, is now EVERY-day on your flat screen)....

So here is a "peak" on how the road to the Holy Grail of Madden sliders is being attacked and managed by Slider Wiz.... Take it away Slider Wiz.....








"Uuuuuh, thanks schlep, don't let the door hit you on the way out, he he he he...."...

Ladies, welcome to my show.... I am SLIDER WIZ...

I have done an inventory of where the previous project manager went wrong, and VOW not to make the same mistakes.... Slider Wiz believes that the last project manager's project deadlines came too soon, thus dropping beta sets that in hindsight, HAD NO BUSINESS being Beta sets for the masses to test.... I have learned from pouring over his voluminous notes that to truly build the Holy Grail of Madden sliders, you need time, patience, and a logically SOUND gameplan... Maybe he/she? felt the pressure of the OP spotlight, the sudden popularity of some early success, the props got to his head... Maybe he was a fluke? Maybe he is all Hollywood? Bottom line is that the previous project manager did a lot of good work but ultimately, has not delivered on the project's ultimate goal, the Holy Grail of Madden. Failure will not be tolerated!

As the previous project manager's last post indicated, Slider Wiz is working the slider set going forward and will attack the project from the trenches out.... What this means, is that fixing passing, running, penalties, drops, fumbles, pics, starts in the trenches.... It is in the trenches that the ebb and flow of the game can change...

Things that can change the "ebb and flow of a game", in no particular order, are:

1) Inopportune penalty

2) Inopportune fumble

3) Inopportune sack

4) Inopportune loss behind the scrimmage

5) Inopportune pick

6) Inopportune "big offensive play"

If you notice, the majority of "game changers" are defensively driven... In other words, DEFENSE wins championships....

If you look at the top ranked "D'" this year, 49'ers, Seattle, Chicago, Pittsburgh, Houston, Atlanta, all but Seattle are serious playoff contenders right now.... Typically, most casual Maddenites, play Madden for the thrill of SCORING.... But in fact the focus should be on STOPPING THE SCORING...On this note, the NFL average for points allowed this year is 23.2 points.... So basically a click over three touchdowns a game....

What does this mean to the Slider Wiz? It means that the HOLY GRAIL of MADDEN lies in fixing the HUM D to stop the CPU, and then tuning the HUM O, to prevent OVERLY EASY passing for the HUM and OVERLY EASY running for the HUM....

Since it is about the D, the key to any good D play is controlling the line of scrimmage... This means how quickly you can release from your block, can you cover the field "sideline to sideline" against speedy backs, can you create pressure on the QB to impact his completion percentage and force turnovers, can you hit the ball carrier or QB hard enough to cause injuries or a fumble... It's all about the "D" baby....

To try to achieve strong "D" play, Slider Wiz is using the following guideposts to allow him to tune the sliders for the best possible O-Line/D-Line interaction, in lieu of the screwed up A.I. inherent to Madden year in and year out:

NFL League Average for Points Allowed 2013: 23.2 points (Best team is 49'ers at 13.4, and worst is Faiders at 32.2)....

So based on this stat, if Slider Wiz were to play as the 49'ers on M13, he would want his Defense to keep the CPU offense within 9.5 points of the actual real 49'er Defense (9.5 points is the approx. average, of the difference, between the BEST D, 49'ers, and WORST D, Faiders)

So, Slider Wiz's goal is to be able to tune the sliders in such fashion that we all can play as the 49'ers D and keep teams from scoring no more than 23 points, and vice versa, if we play as the Faiders, we should be able to hold the CPU offense below 42 points a game...

In the lab, the defenses that Slider Wiz is using to test run defense tuning are: the JaxJags, Panthers, Brownies, or Lambs... All of these D's rank right in the middle of the pack for Yards Allowed (4.2) this season.... So Slider Wiz is tuning the D sliders to try to emulate these statistical guideposts....The goal for tuning the run defense is to get the slider to deliver 4.2 yards per rush for any of the aforementioned running defenses... Once this is dialed in, then go and compare the tuning against the 49'ers defense (best run defense) and the Buffalo defense (worst run defense)..... Ideally, the stats for the 49'ers and Bills, should be within 25%-30% of their true NFL averages (why 25%-30%, because the Slider Wiz figures that 25%-30% is the average "bump-up" that EA gives the player attributes in M13)

Regarding passing, the Slider Wiz works with the Panthers (this is actually the best D to work on Defensive Slider tuning this year), Buffalo and Houston....Once this is dialed in, then go and compare the tuning against the Steelers defense (best pass defense) and the Tampa Bucs defense (worst pass defense)..... Ideally, the stats for the Steelers and Bucs, should be within 25%-30% of their true NFL averages (why 25%-30%, because the Slider Wiz figures that 25%-30% is the average "bump-up" that EA gives the player attributes in M13)...

Furthermore, the Slider Wiz has a stop watch handy, and is constantly testing "line strength" to measure how many seconds it takes for a pocket to collapse and if there is any discernible difference between a 49'ers blitz and say a New Orleans Saints blitz....

Slider Wiz is also measuring release points for DE's and compares them against release points at the point of block for DE's in actual NFL games.... Typically in the NFL, by the 3rd stride of the RB, good edge defenders are already shedding their blocks and taking an angle of tackle at the RB...

This is but a "peak" into the demented mind of the Slider Wiz...

Slider Wiz does not have a "drop dead" date for the next BETA slider set....

He does promise updates on its progress, and is FERVENTLY working on making sure it gets done sooner rather than later (boy it would be great if someone else was working on building an accurate roster, with accurate attributes, for PS3).... Fortunately for Slider Wiz, the previous project manager has built some good "trust equity", left a lot of notes in the lab (for example: Did you all know that the tackling slider OVERPOWERS RUN REAC and BRK TKL on rush defense.... Meaning you can set RUN REAC AND BRK TKL to 100 and TKL to 0, and still be able to run the ball with some efficiency, but raise the TKL slider to 50, and you can't eve make it to the line of scrimmage with an average RUN BLK setting of 25!!) and Slider Wiz knows that the loyal followers of this thread WILL CERTAINLY BE PATIENT and wait for these GEM sliders to be built, 'cuz Slider Wiz believes it WILL BE WORTH the patience to wait to test them....

Slider Wiz out.


Keep playin'! Keep postin'! Keep Maddening!

the Gospel of Madden has spoken.

Last edited by MarketingWiz; 11-26-2012 at 03:45 AM.
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Old 11-26-2012, 07:05 PM   #1066
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Before I go into my post, I have to say that I played this game with a different set of sliders than what you put up Wiz. I kind of mishmashed my own using your 0 set philosophy and other slider explanations that I found on the internet. So I have to apologize, because this post doesn't really provide the feedback you wanted for your sliders. With that said, I just played the most heartbreaking game I've ever played on Madden, and I just felt I had to share it.

So, I started a season as the Washington Redskins, mostly because of RGIII. He's been freakin' fantastic this season in the real NFL. I quickly found out that in Madden though, his offensive line is just TERRIBLE, so his season started out kind of rough, taking a lot of sacks and averaging a pick or two a game. Anyway, he started to really gain some momentum a couple of games ago, and this game was the second game rematch against the Giants, so I was excited heading into it.

RGIII's hot streak continued as he led an opening drive for a touchdown, aided by a 3rd down pass interference penalty on the Giants. That was pretty much it for the first quarter, as both defenses were playing pretty well.

The second quarter started much as the first quarter ended, but the Giants were able to march down the field to set up a Lawrence Tyne's 54-yard field goal. A couple of possessions later, Graham Gano answered with a 30-yarder of his own, but that's when I made a HUGE mistake. A couple of plays into the Giant's next possession, I blew my man coverage, letting Hakeem Nicks go untouched for a 77 yard TD. After I stalled on another drive, the Giants made another push and got the ball down to the 1. We made a nice goal line stand, and I thought we were going to hold them to a field goal, but Ahmad Bradshaw made a leaping jump into the endzone on third down, making the score 17-10 at the half.

The third quarter was another defensive standoff, and boy did the Giant's pass rush show up. They recorded a couple of sacks to end a couple of my drives. RGIII was feeling the pressure from left and right, and even his fabulous footwork wasn't able to help him. We lost the field position battle, getting pinned at the 1-yard line by a Steve Weatherford punt, and a probably ill-advised screen pass to Roy Helu Jr. resulted in a safety. In addition, the Giants scored another field goal, giving them a 22-10 lead heading into the fourth quarter.

My troubles continued in the fourth quarter as I made another mental mistake. Only :10 seconds into the quarter, I tried to force a pass to Santana Moss, needing to make a play, but Prince Amukamara played great coverage to pick it off, and returned it 50 yards for the score. At this point, losing 29-10 in a tense divisional game, I was feeling pretty frustrated. I had made some dumb mistakes against a tough defense. I wasn't quite ready to give up yet, though. We buckled down and made some headway in the field position battle, but still couldn't quite get it in the endzone. At one point, we made it to the Giants' 2-yard line, but came up short through three downs. I decided to go for it on fourth because we needed a touchdown, but RGIII got sacked again, and actually left the game for a few plays with muscle cramps.

So, the score is 29-10, about 4 minutes left in the game, and I'm feeling beat. RGIII comes back in for one last drive, starting from our own 20. I call Hail Mary, because I figure, what the heck. Everybody runs downfield, pretty well covered, and that's when I realize the whole right side of the field is open, and hey - I'm RGIII. He takes off and picks up 41 yards before running out of bounds. Feeling some momentum now, he makes a couple of short throws before connecting with Santana Moss down to the 1-yard line. With less than 3 minutes left in the game, Roy Helu Jr. rushes for the TD, making it 29-17.

Obviously, I need the ball back, but I figured I'd try to force the punt before trying the onside kick. A holding penalty on the kickoff return put the Giants at their own 13, and a couple of blitzes took us to the two-minute warning with a 3rd and long. Another stopped run on 3rd down forced me to burn a timeout, and brought the punt team onto the field. I've got about 1:55 left to score twice, so I'm already planning a few deep throws from RGIII after the punt. Brandon Banks had other ideas.

72 yards. He scores on the punt return.

I'm like, holy s.hit. All of a sudden, it's 29-24. I'm a score away from pulling off a major upset comeback. I've got 2 timeouts, and about 1:45 to play. I figure there's no way to force another punt, so I've got to try the onside kick. Too bad it never works.

Except for this time. I don't think the ball went 10 yards, but it bounced off of a Giant and one of my guys recovers it. I am stoked at this point. 2 timeouts, 1:40 to score, and only 40 yards to go. I can do this! RGIII starts hitting passes he's missed all game; you can tell the momentum is on our side right now. The Giants are demoralized, and we're feeling invincible. 2 quick passes and we have a first down; the next pass misses and stops the clock. Steve Smith is open on an out route on the next play and steps out of bounds to stop the clock. About :50 left now, and 20 yards to go. That's when Umenyoria comes up for his second sack of the game. Feeling the pressure now, and wanting to get a quick completion and some yards, I call the screen pass to Roy Helu Jr. He's been getting things done for me all year, and was playing pretty good in this game too. The pressure converges, and RGIII waits til the last possible second to get the pass out. Roy catches it and turns up field. Steve Smith throws a fantastic block, and suddenly, Roy has some room to work. He turns it on, and manages to spin out of one defender's grasp. He jinks down to the 7 -yard line. Suddenly, it seemed like out of nowhere, 3 Giants came up to stop him, 1 in front and 2 from the right. Roy lowers his head and tries to barrel through....AND THE BALL GETS KNOCK OUT AT THE 3 YARD LINE. Amukamara recovers it with :27 seconds left and I'm left with my mouth hanging open at the greatest loss I ever experienced playing Madden.
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Old 11-26-2012, 08:10 PM   #1067
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by MarketingWiz


I was let back into the lab ladies.... I am really bummed to let you peeps down and not have a patch posted yet....

As a consequence of not being able to deliver the goods thus far on a Holy Grail set, I have decided to FIRE the previous project manager (my real world counterpart, who is a schlep that dreams of "what coulda' been" if I was born 6'3", 245 pounds and could jump out of buildings and run a 4.4 - 40 yard dash, "I coulda' been in da game," I mumble to myself, every night as I go to sleep) and hire my alter-ego, "Slider Wiz" (fyi, trademark pending) as the new project manager for the Holy Grail

And now that we have a new project manager on the job, Slider Wiz felt compelled to let you "peak" into some of the "going-on's" that actually happen in his lab....

Slider Wiz is pretty sensitive about disclosing his statistical methods and approaches to slider tuning, but since the previous project manager "dropped the ball" on a self-imposed deadline to deliver a patch today, Slider Wiz did not want to risk losing the trust of this thread, and OP in general, and from here forward, Slider Wiz will carry the torch as we continue in our quest for the Holy Grail of Madden slider set (What you see on SUN-day, is now EVERY-day on your flat screen)....

So here is a "peak" on how the road to the Holy Grail of Madden sliders is being attacked and managed by Slider Wiz.... Take it away Slider Wiz.....








"Uuuuuh, thanks schlep, don't let the door hit you on the way out, he he he he...."...

Ladies, welcome to my show.... I am SLIDER WIZ...

I have done an inventory of where the previous project manager went wrong, and VOW not to make the same mistakes.... Slider Wiz believes that the last project manager's project deadlines came too soon, thus dropping beta sets that in hindsight, HAD NO BUSINESS being Beta sets for the masses to test.... I have learned from pouring over his voluminous notes that to truly build the Holy Grail of Madden sliders, you need time, patience, and a logically SOUND gameplan... Maybe he/she? felt the pressure of the OP spotlight, the sudden popularity of some early success, the props got to his head... Maybe he was a fluke? Maybe he is all Hollywood? Bottom line is that the previous project manager did a lot of good work but ultimately, has not delivered on the project's ultimate goal, the Holy Grail of Madden. Failure will not be tolerated!

As the previous project manager's last post indicated, Slider Wiz is working the slider set going forward and will attack the project from the trenches out.... What this means, is that fixing passing, running, penalties, drops, fumbles, pics, starts in the trenches.... It is in the trenches that the ebb and flow of the game can change...

Things that can change the "ebb and flow of a game", in no particular order, are:

1) Inopportune penalty

2) Inopportune fumble

3) Inopportune sack

4) Inopportune loss behind the scrimmage

5) Inopportune pick

6) Inopportune "big offensive play"

If you notice, the majority of "game changers" are defensively driven... In other words, DEFENSE wins championships....

If you look at the top ranked "D'" this year, 49'ers, Seattle, Chicago, Pittsburgh, Houston, Atlanta, all but Seattle are serious playoff contenders right now.... Typically, most casual Maddenites, play Madden for the thrill of SCORING.... But in fact the focus should be on STOPPING THE SCORING...On this note, the NFL average for points allowed this year is 23.2 points.... So basically a click over three touchdowns a game....

What does this mean to the Slider Wiz? It means that the HOLY GRAIL of MADDEN lies in fixing the HUM D to stop the CPU, and then tuning the HUM O, to prevent OVERLY EASY passing for the HUM and OVERLY EASY running for the HUM....

Since it is about the D, the key to any good D play is controlling the line of scrimmage... This means how quickly you can release from your block, can you cover the field "sideline to sideline" against speedy backs, can you create pressure on the QB to impact his completion percentage and force turnovers, can you hit the ball carrier or QB hard enough to cause injuries or a fumble... It's all about the "D" baby....

To try to achieve strong "D" play, Slider Wiz is using the following guideposts to allow him to tune the sliders for the best possible O-Line/D-Line interaction, in lieu of the screwed up A.I. inherent to Madden year in and year out:

NFL League Average for Points Allowed 2013: 23.2 points (Best team is 49'ers at 13.4, and worst is Faiders at 32.2)....

So based on this stat, if Slider Wiz were to play as the 49'ers on M13, he would want his Defense to keep the CPU offense within 9.5 points of the actual real 49'er Defense (9.5 points is the approx. average, of the difference, between the BEST D, 49'ers, and WORST D, Faiders)

So, Slider Wiz's goal is to be able to tune the sliders in such fashion that we all can play as the 49'ers D and keep teams from scoring no more than 23 points, and vice versa, if we play as the Faiders, we should be able to hold the CPU offense below 42 points a game...

In the lab, the defenses that Slider Wiz is using to test run defense tuning are: the JaxJags, Panthers, Brownies, or Lambs... All of these D's rank right in the middle of the pack for Yards Allowed (4.2) this season.... So Slider Wiz is tuning the D sliders to try to emulate these statistical guideposts....The goal for tuning the run defense is to get the slider to deliver 4.2 yards per rush for any of the aforementioned running defenses... Once this is dialed in, then go and compare the tuning against the 49'ers defense (best run defense) and the Buffalo defense (worst run defense)..... Ideally, the stats for the 49'ers and Bills, should be within 25%-30% of their true NFL averages (why 25%-30%, because the Slider Wiz figures that 25%-30% is the average "bump-up" that EA gives the player attributes in M13)

Regarding passing, the Slider Wiz works with the Panthers (this is actually the best D to work on Defensive Slider tuning this year), Buffalo and Houston....Once this is dialed in, then go and compare the tuning against the Steelers defense (best pass defense) and the Tampa Bucs defense (worst pass defense)..... Ideally, the stats for the Steelers and Bucs, should be within 25%-30% of their true NFL averages (why 25%-30%, because the Slider Wiz figures that 25%-30% is the average "bump-up" that EA gives the player attributes in M13)...

Furthermore, the Slider Wiz has a stop watch handy, and is constantly testing "line strength" to measure how many seconds it takes for a pocket to collapse and if there is any discernible difference between a 49'ers blitz and say a New Orleans Saints blitz....

Slider Wiz is also measuring release points for DE's and compares them against release points at the point of block for DE's in actual NFL games.... Typically in the NFL, by the 3rd stride of the RB, good edge defenders are already shedding their blocks and taking an angle of tackle at the RB...

This is but a "peak" into the demented mind of the Slider Wiz...

Slider Wiz does not have a "drop dead" date for the next BETA slider set....

He does promise updates on its progress, and is FERVENTLY working on making sure it gets done sooner rather than later (boy it would be great if someone else was working on building an accurate roster, with accurate attributes, for PS3).... Fortunately for Slider Wiz, the previous project manager has built some good "trust equity", left a lot of notes in the lab (for example: Did you all know that the tackling slider OVERPOWERS RUN REAC and BRK TKL on rush defense.... Meaning you can set RUN REAC AND BRK TKL to 100 and TKL to 0, and still be able to run the ball with some efficiency, but raise the TKL slider to 50, and you can't eve make it to the line of scrimmage with an average RUN BLK setting of 25!!) and Slider Wiz knows that the loyal followers of this thread WILL CERTAINLY BE PATIENT and wait for these GEM sliders to be built, 'cuz Slider Wiz believes it WILL BE WORTH the patience to wait to test them....

Slider Wiz out.


Keep playin'! Keep postin'! Keep Maddening!

the Gospel of Madden has spoken.
Great post master slider wiz

I was wondering which team you were opposing those panthers for testing the running and passing game ? And when you are testing do you change the playbooks ? If so, do you change offense or defense or maybe both ?


I tried to come up with some sliders but i think it only work with my new york giants...played 10 games so far and I get between 3.5 and 5.5 avg a carrie and 250-330 yds passing with using the pass balanced playbooks but when I try the sliders with other teams I come back to crappy 2-3 yds a carrie and lots of interceptions
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Old 11-27-2012, 01:32 AM   #1068
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by Weewam
Before I go into my post, I have to say that I played this game with a different set of sliders than what you put up Wiz. I kind of mishmashed my own using your 0 set philosophy and other slider explanations that I found on the internet. So I have to apologize, because this post doesn't really provide the feedback you wanted for your sliders. With that said, I just played the most heartbreaking game I've ever played on Madden, and I just felt I had to share it.

So, I started a season as the Washington Redskins, mostly because of RGIII. He's been freakin' fantastic this season in the real NFL. I quickly found out that in Madden though, his offensive line is just TERRIBLE, so his season started out kind of rough, taking a lot of sacks and averaging a pick or two a game. Anyway, he started to really gain some momentum a couple of games ago, and this game was the second game rematch against the Giants, so I was excited heading into it.

RGIII's hot streak continued as he led an opening drive for a touchdown, aided by a 3rd down pass interference penalty on the Giants. That was pretty much it for the first quarter, as both defenses were playing pretty well.

The second quarter started much as the first quarter ended, but the Giants were able to march down the field to set up a Lawrence Tyne's 54-yard field goal. A couple of possessions later, Graham Gano answered with a 30-yarder of his own, but that's when I made a HUGE mistake. A couple of plays into the Giant's next possession, I blew my man coverage, letting Hakeem Nicks go untouched for a 77 yard TD. After I stalled on another drive, the Giants made another push and got the ball down to the 1. We made a nice goal line stand, and I thought we were going to hold them to a field goal, but Ahmad Bradshaw made a leaping jump into the endzone on third down, making the score 17-10 at the half.

The third quarter was another defensive standoff, and boy did the Giant's pass rush show up. They recorded a couple of sacks to end a couple of my drives. RGIII was feeling the pressure from left and right, and even his fabulous footwork wasn't able to help him. We lost the field position battle, getting pinned at the 1-yard line by a Steve Weatherford punt, and a probably ill-advised screen pass to Roy Helu Jr. resulted in a safety. In addition, the Giants scored another field goal, giving them a 22-10 lead heading into the fourth quarter.

My troubles continued in the fourth quarter as I made another mental mistake. Only :10 seconds into the quarter, I tried to force a pass to Santana Moss, needing to make a play, but Prince Amukamara played great coverage to pick it off, and returned it 50 yards for the score. At this point, losing 29-10 in a tense divisional game, I was feeling pretty frustrated. I had made some dumb mistakes against a tough defense. I wasn't quite ready to give up yet, though. We buckled down and made some headway in the field position battle, but still couldn't quite get it in the endzone. At one point, we made it to the Giants' 2-yard line, but came up short through three downs. I decided to go for it on fourth because we needed a touchdown, but RGIII got sacked again, and actually left the game for a few plays with muscle cramps.

So, the score is 29-10, about 4 minutes left in the game, and I'm feeling beat. RGIII comes back in for one last drive, starting from our own 20. I call Hail Mary, because I figure, what the heck. Everybody runs downfield, pretty well covered, and that's when I realize the whole right side of the field is open, and hey - I'm RGIII. He takes off and picks up 41 yards before running out of bounds. Feeling some momentum now, he makes a couple of short throws before connecting with Santana Moss down to the 1-yard line. With less than 3 minutes left in the game, Roy Helu Jr. rushes for the TD, making it 29-17.

Obviously, I need the ball back, but I figured I'd try to force the punt before trying the onside kick. A holding penalty on the kickoff return put the Giants at their own 13, and a couple of blitzes took us to the two-minute warning with a 3rd and long. Another stopped run on 3rd down forced me to burn a timeout, and brought the punt team onto the field. I've got about 1:55 left to score twice, so I'm already planning a few deep throws from RGIII after the punt. Brandon Banks had other ideas.

72 yards. He scores on the punt return.

I'm like, holy s.hit. All of a sudden, it's 29-24. I'm a score away from pulling off a major upset comeback. I've got 2 timeouts, and about 1:45 to play. I figure there's no way to force another punt, so I've got to try the onside kick. Too bad it never works.

Except for this time. I don't think the ball went 10 yards, but it bounced off of a Giant and one of my guys recovers it. I am stoked at this point. 2 timeouts, 1:40 to score, and only 40 yards to go. I can do this! RGIII starts hitting passes he's missed all game; you can tell the momentum is on our side right now. The Giants are demoralized, and we're feeling invincible. 2 quick passes and we have a first down; the next pass misses and stops the clock. Steve Smith is open on an out route on the next play and steps out of bounds to stop the clock. About :50 left now, and 20 yards to go. That's when Umenyoria comes up for his second sack of the game. Feeling the pressure now, and wanting to get a quick completion and some yards, I call the screen pass to Roy Helu Jr. He's been getting things done for me all year, and was playing pretty good in this game too. The pressure converges, and RGIII waits til the last possible second to get the pass out. Roy catches it and turns up field. Steve Smith throws a fantastic block, and suddenly, Roy has some room to work. He turns it on, and manages to spin out of one defender's grasp. He jinks down to the 7 -yard line. Suddenly, it seemed like out of nowhere, 3 Giants came up to stop him, 1 in front and 2 from the right. Roy lowers his head and tries to barrel through....AND THE BALL GETS KNOCK OUT AT THE 3 YARD LINE. Amukamara recovers it with :27 seconds left and I'm left with my mouth hanging open at the greatest loss I ever experienced playing Madden.

Using someone else's sliders?!!?!?!? What the .... Nah, just kidding, it's alllllll gooooooooooooooooood bro, it's alllllllllll goooooooooooooooooooooooood.....

Man, that was a GAME bro.... Woulda loved being a parrot on your shoulder to watch this gem...I can only hope that when the slider patch is finally dropped, that they can produce games half as good as the one you just played.....

Reminds me of the time when I was a younger punk, and got invited to go to the Playboy mansion by one of my clients for a "kickoff party" for their new product line... I was on this invite like white on paper... Hit the gym daily, since the party was a couple months away... Really "rocked" up my 5'7" frame.... I was PUMPED!!!

Got to the party, and man, I swear on my son, I thought I stepped into Eden.... Their was fine-_ ss tail EVERYWHERE... Booze was pouring, babes were stripping into their birth day suits, you could swim in a cool pool that is like a cave where you can swim up to the bar... Lot's and lot's of excitement (much like your game)...

Welllll, I shoulda paced myself, because 2 hours into this hedonistic free-for-all, I thought I was "going in" for the score on this hottie from the Midwest, who came out West to be a star.... I was saying all the right things, told her I would put her in commercials, the sun was hitting my ripped up guns at just the right angle, I looked like I belonged, with my Ray Ban Aviators (Gold rimmed, Green tinted glass) on, basically, I WAS GOING IN FOR THE SCORE, to put the game away.....

Uh oh..... Out of nowhere, a couple of Adonis looking model types swoop in on da Wiz's kill, just as the Wiz was going to cross the "goalline" and seal the deal.... da Wiz having had too much to drink, can't hold on to the ball, fumbles it, and the hottie walks away with the Greek Gods.... da Wiz was left with his mouth hanging open as the greatest hottie the Wiz had ever put the moves on, was now but a memory...

When the Wiz came to the next day, NEVER HAS a headache and a bad case of "blue you-know-whats" (rhymes with "falls"), felt so good....


Slider Wiz out.



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Old 11-27-2012, 01:36 AM   #1069
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Originally Posted by Einherjar
Great post master slider wiz

I was wondering which team you were opposing those panthers for testing the running and passing game ? And when you are testing do you change the playbooks ? If so, do you change offense or defense or maybe both ?


I tried to come up with some sliders but i think it only work with my new york giants...played 10 games so far and I get between 3.5 and 5.5 avg a carrie and 250-330 yds passing with using the pass balanced playbooks but when I try the sliders with other teams I come back to crappy 2-3 yds a carrie and lots of interceptions

Panthers play their 2013 schedule.... So I have played the Bucs, Aint's, Giants, Falcons, SeaWeeds, yada, yada, yada....

When I play against an opponent, I play one game with "RUN HEAVY", and then quit out, and play that same team again with "PASS BALANCED".... This way I can see the Panthers "D" with special slider settings go up against each team in two distinct style modes....

Slider Wiz out.


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Old 11-27-2012, 09:18 PM   #1070
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Aaaauuuuggghhhh this sucks. I can't even play madden. Wiz my man. What's going on?
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Old 11-28-2012, 01:34 PM   #1071
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Old 11-28-2012, 04:37 PM   #1072
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Hibernation mode until Wiz, Slider Wiz releases his newest set.
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