Madden NFL 13
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- Danimal
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Re: Madden NFL 13
Terry and I are doing a CCM where I am using Ray Rice and he is using the Cowboys RB whose name escapes me.
It's totally a lot of fun even though the Ravens are 1-2. CCM and the amount of stories and the twitter feed just give it a ton of life.
It's totally a lot of fun even though the Ravens are 1-2. CCM and the amount of stories and the twitter feed just give it a ton of life.
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Re: Madden NFL 13
DeMarco Murray. And yeah, an absolute blast. Although in the last game I worked my ass off to tie the Bears at 24 with 1:00 left and Jay Cutler throws a 48 yard TD as time expires to beat me 
Re: Madden NFL 13
I just read back. In one of the demo games I played yesterday...sportdan30 wrote:Tied at 7 with the Bears with 6 seconds left. Bears are in range for a 47 yard field goal to win it and they run the ball to go to overtime.
I had the Niners spike the ball with three seconds left and down by 3 on my 20. Then on the last play they ran the ball up the middle to lose by 3.
That aside and from games with the DEMO...
I like how the game feels. I love being able to complete passes over the top of Lbs who do not make incredible physics defying one handed pics.
I like the running, the blocking and the tackling.
I know some people dont, but I really like the graphics and the look of the game.
Last edited by XXXIV on Sun Aug 26, 2012 9:38 am, edited 1 time in total.
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Re: Madden NFL 13
XXXIV wrote:In the demo yesterday...
I had the Niners spike the ball with three seconds left and down by 3 on my 20. Then on the last play they ran the ball up the middle.
That is over achieving at it's finest!
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Re: Madden NFL 13
FifaInspected wrote:XXXIV wrote:In the demo yesterday...
I had the Niners spike the ball with three seconds left and down by 3 on my 20. Then on the last play they ran the ball up the middle.
That is over achieving at it's finest!
I really dont mind if they do that against me in our online franchise.
Re: Madden NFL 13
Yeah the clock management by the cpu is the only annoying problem I see with the game. Doesn't matter if they are losing or winning big, last night I was down 40-7 to Green Bay with under a minute to go in the game and they could have just run out the clock but instead called pass plays and added another td to their score.
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Re: Madden NFL 13
So it's definte you can't be teammates in an online ccm? I imagined from that video that if you were a player, you didn't have GM control over player movements, so I wonder if you might end up getting traded or whatever to the same team or if that's impossible. And I wonder how it handles free agency? How do offers show up, how much choice do you get as the player about where to go?TCrouch wrote:DeMarco Murray. And yeah, an absolute blast. Although in the last game I worked my ass off to tie the Bears at 24 with 1:00 left and Jay Cutler throws a 48 yard TD as time expires to beat me
Also, how did you know Cutler threw a bomb to win on the last pay? One of the things that really bugs me about RTG mode in NCAA is that I feel very disconnected from the overall game because the thing sims so damn fast and doesn't do a good job, in fact makes no attempt to even try to, of giving a sense of the ebb and flow of the contest. Unless I want to watch each play, which takes way too long, or sim each play one by one, again sort of defeating the bonus of playing that mode, it feels more like practice with a score and a clock than a football game I am participating in. I wonder if that mode is any different in this new madden, or is it basically the same system as before?
Re: Madden NFL 13
Popped on to play some Madden this morning. EA servers were down, so I wasn't allowed to play. Nice.
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Re: Madden NFL 13
I don't know what to think...
Last night, I created Walter Peyton and headed to play as the Broncos. Walter is rated #85 and is the #2 back compared to McGahee. No problem as rookie Walt shouldn't be the starter. I played a few training exercises (which get boring quickly) and sim to game 1 of the season.
At this point, I'm not thinking about anything just figuring out the controls and how to run better. Peyton is the starting PR/KR, gets on the special teams and that's about it. By IT, I mean he had two carries all game (I think McGahee had to sit out two plays) and he was put in when the Broncos went to a two RB set.
So I think maybe it's just the Broncos running McGahee because he had 27 carries for 175 against the Steelers. I check Pitt. stats and the Pitt. RB ran for 30 for 150 and no one else other than Rothlesburger had any carries.
What's the point of even having a connected career where it's all or nothing either you start and play every play or you are #2 and hope for an injury or a weird set. I don't know if fatigue was off but at game 1 I need to fiddle with fatigue to get Peyton to sub in once in a while.
And I don't know if performance is apart of CCM but if it isn't that means there's a predetermined number where the #2 turns into #1 and that's based solely on the rating. If W. Petyon gets two more points somewhere in the middle of the season does that mean I get to be the started for no other reason that two digits.
Even though I doubt there's any nuance in the mode, this is just a pretty big let down for me. I don't mind having to grind but if all I'm forced to is to ride the bench because the AI isn't good enough to realize talent on the team what's the point of the career mode?
I hope I'm wrong.
Last night, I created Walter Peyton and headed to play as the Broncos. Walter is rated #85 and is the #2 back compared to McGahee. No problem as rookie Walt shouldn't be the starter. I played a few training exercises (which get boring quickly) and sim to game 1 of the season.
At this point, I'm not thinking about anything just figuring out the controls and how to run better. Peyton is the starting PR/KR, gets on the special teams and that's about it. By IT, I mean he had two carries all game (I think McGahee had to sit out two plays) and he was put in when the Broncos went to a two RB set.
So I think maybe it's just the Broncos running McGahee because he had 27 carries for 175 against the Steelers. I check Pitt. stats and the Pitt. RB ran for 30 for 150 and no one else other than Rothlesburger had any carries.
What's the point of even having a connected career where it's all or nothing either you start and play every play or you are #2 and hope for an injury or a weird set. I don't know if fatigue was off but at game 1 I need to fiddle with fatigue to get Peyton to sub in once in a while.
And I don't know if performance is apart of CCM but if it isn't that means there's a predetermined number where the #2 turns into #1 and that's based solely on the rating. If W. Petyon gets two more points somewhere in the middle of the season does that mean I get to be the started for no other reason that two digits.
Even though I doubt there's any nuance in the mode, this is just a pretty big let down for me. I don't mind having to grind but if all I'm forced to is to ride the bench because the AI isn't good enough to realize talent on the team what's the point of the career mode?
I hope I'm wrong.
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Re: Madden NFL 13
I stopped by TRU this morning to inquire about Madden 13. On their website, it's listed for $44.99 with free shipping. They said they would match the online price in store. I'm considering going this route as I feel the game is not worth $60 at this time because of all the bugs and other issues.
Re: Madden NFL 13
I just checked my Amazon order and my copy should arrive on the 29th. I hope it's worth the $45.
Re: Madden NFL 13
So, 15 minutes.. 12 seconds left a good default for a full game?
Re: Madden NFL 13
I have been so out of it that I did not even realize early release was this weekend for Madden. I have botched 2 of the 5 early releases so far since becoming a Season Ticket holder. 2/3 with 2 to go. Maybe I can at least get in a game or two later on tonight.
Re: Madden NFL 13
I am not a Madden gamer, but I am pretty impressed on my ST copy.
The presentation is slick, and the games move along at a brisk pace with quality gameflow and accelerated clock options.
The infinity engine might lack polish, but it keeps things interesting and different. I really like how you see a pile of bodies on the ground after an inside run, or even trip when running into my own OL, and other such results.
I'm also racking up a lot of offense and sacks thus far, but surely I am not too good for this game.
What is the best deal for this game?
The presentation is slick, and the games move along at a brisk pace with quality gameflow and accelerated clock options.
The infinity engine might lack polish, but it keeps things interesting and different. I really like how you see a pile of bodies on the ground after an inside run, or even trip when running into my own OL, and other such results.
I'm also racking up a lot of offense and sacks thus far, but surely I am not too good for this game.
What is the best deal for this game?
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Re: Madden NFL 13
This is probably my favorite part of the game. They did a really nice job of getting the games move fast and quick. Previous years even with gameflow and accel clock, it still felt a bit slow from gameflow to them lining up and then snapping the ball. This year it just feels like there's no wasting time.Naples39 wrote: the games move along at a brisk pace with quality gameflow and accelerated clock options.
In today's world, having a game take 30 min to play rather than 1 hr is a big plus for me.
Re: Madden NFL 13
I had been wondering this myself. I like to have a rundown to 12 because it gives me a little stress breaking the huddle and getting the play off. So I started a test online CCM with the Bengals (no idea why) and ran full 15 min quarters and 12 second runoff. In my first game I traveled to Baltimore in the season opener.MizzouRah wrote:So, 15 minutes.. 12 seconds left a good default for a full game?
I won 23-13 behind an awesome Punt Return TD by Brandon Tate and a safety when Ray Rice tried to make too much out of a run on his 2. If it weren't for those, it was 14-13 almost the whole game. Ray Rice rang up almost 100 yards in the first quarter and a half, and then I completely stuffed him the rest of the game, with him finishing with 26 carries for 95 yards and a TD.
But what blew me away was the total plays...Flacco threw 30 passes, and they ran 31 times for a total of 61 snaps. Dead on.
I threw 38 passes and ran it 28, for 66 snaps. So as far as number of plays and whatnot, I think it's absolutely perfect in the one game I played as a tester just now. I was thoroughly surprised. They mounted long drives, ran the ball, and forced me into some turnovers (Ed Reed came out of nowhere on 1 perfect interception, and another where it bounced off of my receiver and he was in the right place at the right time. Felt pretty real facing him). I couldn't just march down the field as I had to work for my yards, so I was extremely surprised.
The CPU almost never poses a challenge for me, so to only put up 14 points on offense in a full length game was a shocker. This was with default sliders except for some penalties slid up.
Re: Madden NFL 13
Thanks, that's what most are using over at OS. Can't wait to check it out on Tuesday. Are you on AP?TCrouch wrote:I had been wondering this myself. I like to have a rundown to 12 because it gives me a little stress breaking the huddle and getting the play off. So I started a test online CCM with the Bengals (no idea why) and ran full 15 min quarters and 12 second runoff. In my first game I traveled to Baltimore in the season opener.MizzouRah wrote:So, 15 minutes.. 12 seconds left a good default for a full game?
I won 23-13 behind an awesome Punt Return TD by Brandon Tate and a safety when Ray Rice tried to make too much out of a run on his 2. If it weren't for those, it was 14-13 almost the whole game. Ray Rice rang up almost 100 yards in the first quarter and a half, and then I completely stuffed him the rest of the game, with him finishing with 26 carries for 95 yards and a TD.
But what blew me away was the total plays...Flacco threw 30 passes, and they ran 31 times for a total of 61 snaps. Dead on.
I threw 38 passes and ran it 28, for 66 snaps. So as far as number of plays and whatnot, I think it's absolutely perfect in the one game I played as a tester just now. I was thoroughly surprised. They mounted long drives, ran the ball, and forced me into some turnovers (Ed Reed came out of nowhere on 1 perfect interception, and another where it bounced off of my receiver and he was in the right place at the right time. Felt pretty real facing him). I couldn't just march down the field as I had to work for my yards, so I was extremely surprised.
The CPU almost never poses a challenge for me, so to only put up 14 points on offense in a full length game was a shocker. This was with default sliders except for some penalties slid up.
Also, since ccm is now the franchise mode, do I start with a head coach if I want to emulate last years franchise mode?
Re: Madden NFL 13
Yeah, All-Pro defaults, but I have been using 100% gameflow for playing the last couple of years. Pretty fun to just try to execute and not rely on calling plays I love or money plays, etc.
And when you start a CCM as a coach, you can make your own, use gameface, or just take over a coach, yeah.
And when you start a CCM as a coach, you can make your own, use gameface, or just take over a coach, yeah.
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Perfect description of why I love Gameflow. It simulates the NFL experience for nearly every QB and defensive captain. Get the play or formation from the sideline, audible if needed and then execute.TCrouch wrote:Yeah, All-Pro defaults, but I have been using 100% gameflow for playing the last couple of years. Pretty fun to just try to execute and not rely on calling plays I love or money plays, etc.
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Re: Madden NFL 13
kumbay f***in ya...except I wouldnt let the worthless idiots at EA lick my toilet clean let alone run my offense.
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Re: Madden NFL 13
I'm finding that with Gameflow, they seem to call several of the same plays. In my opinion, they don't mix it up quite enough. Do you know how many Quick Slants they've called???? I've gone back to Conventional, but am using Ask Madden. I like having a choice of three plays to choose from. I like being able to see the play design as well.
Re: Madden NFL 13
I know this may sound crazy, if you can wait why not pick it up for $40 when TOYRUS do the buy 2 get 1 free deal? I want it, but NHL, TW, and playing NCAA will keep me plenty busy, especially NHL.sportdan30 wrote:I stopped by TRU this morning to inquire about Madden 13. On their website, it's listed for $44.99 with free shipping. They said they would match the online price in store. I'm considering going this route as I feel the game is not worth $60 at this time because of all the bugs and other issues.
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Re: Madden NFL 13
One of my coworkers told me that he's going to download the retail version for his PS3 and I informed that you must buy the disc to play it after Monday night, then lo and behold:
http://www.easports.com/seasonticket#primary_middle
Cick on get started then scroll down a couple of paragraphs,I see where PS3 users have that option, anyone have some hot sauce for this crow I will be partaking of?
http://www.easports.com/seasonticket#primary_middle
Cick on get started then scroll down a couple of paragraphs,I see where PS3 users have that option, anyone have some hot sauce for this crow I will be partaking of?
Last edited by ddtrane on Sun Aug 26, 2012 10:36 pm, edited 1 time in total.
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Re: Madden NFL 13
Terry I guess TO being cut in the beginning of all of our CCM's was not a bug like we thought. 
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