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Madden NFL 25 News Post


It's a yearly tradition here at Operation Sports, but once again gamers just like you are collaborating with one another to find the perfect slider sets to make Madden play the best game of football possible.

Madden NFL 25 has a few quirks which many sim-oriented players are wanting desperately to solve and early returns from people playing with the sliders are pretty solid -- making it entirely feasible the game can be tweaked to play a pretty good game of football.

Right now there are several promising slider sets on both Madden Share and within our forums.

What slider sets have you been using thus far and what have your results been like?

Game: Madden NFL 25Reader Score: 5/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 54 - View All
Madden NFL 25 Videos
Member Comments
# 21 ajtickle @ 08/29/13 01:35 PM
From what you've all seen so far in M25, do you think sliders from M13 will carry over and work well in M25 or are there too many gameplay changes for them to work as well as they did in M13?
 
# 22 Brooke2011 @ 08/29/13 02:06 PM
I actually have my madden 13 sliders on file, and they do not carry over. For the simple fact that the sliders are changed this year. There are no longer * break tackle* or *pass rush * sliders in this year. The o- line and d- line has been revamped and the interaction and physics between them has been changed.

I think this game plays the best on very slow because of the new running physics( modification running). The animations are smoother and not jerky jerky.

Def reaction and pass coverage tie into the physics of your offensive players. If the those defensive sliders are at 0 your offensive players ( especially wide receivers and tight ends) will react slow after making a catch. They will try to turn the wrong way after screens and the direction they are running in thier pass routes after the catch.
Pass accuracy at 10 -15 is prob the best slider. Qb's are very accurate in this madden and having it at this has provided me with some nice diving catches from both sides.
Run blocking at 0 is a good place to start . It cut downs on long runs and makes the CPU and yourself work for realistic gains per carry. It also helps with CPU screen plays( this also ties into def pass reaction and coverage)
Interception at 10 still provides interceptions, but the db's play the ball better and line backers don't act like super receivers.
Wr catch at 45 allows for receivers to drop passes when getting hit in situations that you know they should drop the ball.
Pass blk at 0 does not allow too much time in the pocket and makes you really read the def and go through your progressions fast.
Tackling at 30 for human and 50 for the CPU plays really nice. This slider is in tune to defensive awareness and coverage. The higher the def awareness and coverage the lower the tackle slider. Having them both high provides tackles that are too overpowering and does not allow the ball carrier to act out on the infinity's engine true intentions. Keeping it where I have it allows what I think the best tackle animations.
Speed threshold and speed are 41 and very slow. They kind of put the whole game together with a nice bow on top. From a gamers perspective it allows you to visually see the animations better and appreciate it from a fans perspective .
There are less jerky jerky animation and guys being bent awkwardly on tackles.

Try these out . I have tried sliders at 0 , sliders at 100 and sliders from other OP's but for me these play out really well.
 

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