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This Week in Overwatch | June 4th - June 10th

Monday

Overwatch Anniversary Drip Cake

Overwatch Anniversary 2018 Highlight

Tuesday

Developer Update | Upcoming Social Features

Overwatch PTR Patch Notes – June 5, 2018

Overwatch Patch Notes – June 5, 2018

A new Overwatch patch is currently in development and now available for testing. To share your feedback or report and issue, please post in the PTR Feedback or PTR Bug Report forums.
Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes will also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only and therefore will only reflect changes coming specifically to that platform.

PATCH HIGHLIGHTS

Endorsements
Acknowledge your fellow Overwatch players’ positivity with endorsements! Recognize commendable behavior for players exhibiting sportsmanship, being a good teammate, or for shot calling. Commend players who lead you to victory, put the team’s needs above their own, or exhibit humility in victory or grace in defeat. Endorsements are readily available to view on Career Profiles, the Groups menu, and more so you can tell at a glance the types of players you’re playing with. Those who consistently maintain a high endorsement level will receive periodic rewards, while those who display negative behavior or accrue suspensions will lose their endorsements.
Looking for Group
Play your way using the Looking for Group feature! You can craft your gameplay experience before stepping into a match by using specific parameters to create your dream team. Join a team of other like-minded players or lead a group of your own by creating a group with your personal preferences such as game mode, role enforcement, and more. Those who want to queue up for Quick Play, Play vs AI, or any competitive mode can set the types of roles others can play. These specifications will then be activated in-game (e.g. players who chose a Support role will be restricted to only using heroes in that category).

GENERAL UPDATES

  • All heroes in the Defense and Offense categories have been merged into a new category: Damage
Developer Comments: Since the line between Offense and Defense heroes has become increasingly blurred, we’ve decided to group all those heroes into a single new “Damage” category. We believe that the term more closely matches the role name used in Overwatch League and across most of our community.
  • Combat can now be heard 25% further away
  • Changed the name of the Varok spray to Saurfang
  • Added an Inspire Uptime Percentage statistic for Brigitte on the Career Profile
  • Removed some statistics for Symmetra on the Career Profile
  • Added a Scoped Critical Hit Accuracy statistic for Widowmaker on the Career Profile
  • Players must have Blizzard SMS Protect enabled on their account to be eligible for the Top 500
  • Career Profiles will no longer be public by default (now defaults to Friends Only). An option to make Career Profiles visible has been added under Options > Social > Profile Visibility

GAME BROWSER AND CUSTOM GAMES

  • Symmetra can now be played in 1v1 duel game modes (e.g. 1v1 Limited Duel and 1v1 Mystery Duel)

HERO UPDATES

Doomfist

  • Meteor Strike
    • Bonus movement speed increased from 150% to 200%
  • The Best Defense…
    • Shield gain increased from 30 to 35 for normal abilities
Developer Comments: The increased movement speed on Meteor Strike gives Doomfist new options in how and where to deploy it. His passive is also being increased, allowing him to survive more often when diving into enemies
Developer Comments: The increased movement speed on Meteor Strike gives Doomfist new options in how and where to deploy it. His passive is also being increased, allowing him to survive more often when diving into enemies

Orisa

  • Supercharger
    • Ultimate cost reduced by 15%
Developer Comments: Supercharger wasn't getting enough use, considering its impact. This change allows Orisa to user her ultimate more aggressively, knowing that she will be able to generate them more easily.

Symmetra

New Abilities
  • Photon Projector
    • No longer locks onto targets
    • Range increased to 10 meters
    • Damage ramping now takes 2 seconds per damage level instead of 1 second
    • Damage ramp increased from 30/60/120 to 60/120/180
    • Now generates ammo instead of spending it when hitting a barrier
  • Alternate Fire
    • No longer pierces targets
    • Now explodes on contact
    • Projectile speed increased
    • Charge up speed increased
    • Damage changed to 60 impact / 60 explosive
  • Sentry Turret
    • Turret is now placed like a projectile instead of being set in place
    • Can hold a max of 3, down from 6
    • Can now deploy a max 3, down from 6
    • Damage increased
    • Amount of slowing effect increased
  • Teleporter
    • Can now place the exit up to 25 meters away from Symmetra
    • Entrance will automatically be built in front of Symmetra, rather than at her team’s spawn point
    • Lasts 10 seconds
    • Health lowered to 300
    • More things can teleport through it (e.g. Junkrat’s RIP-Tire)
    • Entrance can be destroyed
    • If either the entrance or exit is destroyed, the other is removed
  • New Ultimate: Photon Barrier
    • Deploys a barrier that is big enough to span and cut through an entire map
    • Orientation can be changed by pressing the ultimate button again
    • Has 5000 health
Developer Comments: The goal of these changes is to move Symmetra to her new damage role and make her more flexible and viable across more areas of the game than she was previously. Now that Symmetra is no longer a support hero, she is expected to be able to dish out heavy damage, and these changes allow for her to do so. She should be more powerful and interesting in more team compositions and maps, and she should also be stronger on offense and defense.

MAP UPDATES

Horizon Lunar Colony

  • Point A
    • Added a staircase on the right when exiting the hydroponics room
    • Removed the door to the lower room on the right
    • Removed the small wall on the catwalk above Point A
    • Added some cover walls to the catwalk area
    • Moved the door next to the staircase that led to Winston’s room
    • The door is now on the side of the wall in the training pit
    • Moved the large health pack to the back of the room
    • Removed some clutter in the upper left computer room
  • Hydroponics Room
    • Switched the positions of the large and small health pack
    • Changed some of the hydroponic plant cover on the right side
  • Point B
    • Defender spawn room exits moved from the front to the sides out of direct line of fire
    • Small rooms added at spawn room exits
    • Additional cover added near the spawn room exits
    • Added a route and larger platform leading to the back right corner
    • Raised the platform to the same height as the attackers’ platform on the opposite side of the point
    • The location of the old defender exit is now an alcove with a small health pack
    • Both teams can still pass behind the point, but there is now a cut-through in the middle of the wall for better access.
    • The area above the window overlooking the point is now covered
    • A large platform with cover has been attached to the left side of the catwalk
    • The upper platform for the attackers has been reduced
    • The doorway leading to the platform is slightly smaller
Developer Comments: We’ve wanted to make some gameplay improvements to Horizon Lunar Colony for some time now. The defenders’ spawn room had a problem with its main exit that allowed defenders to quickly duck back inside and regain health while attackers shot at them without doing damage. Since we were already reworking the entire back area, we decided to make some more changes addressing player feedback. The idea behind the rework of Point A was to not only help the defenders a bit, but also provide some gameplay options aside from sitting on the point and trying to hold it for as long as possible. Easier access to high ground, as well as limiting the routes for attackers (or at least allowing for defenders to more easily spot the attackers), will allow more opportunity for counters and create a better gameplay experience.
We’ve made a lot of additions and changes to the art throughout the map for you to discover as well.

Bug Fixes

[Goodman] Symmetra Rework
Hey guys,
As you may have heard, we’re making some changes to Symmetra and you can test her rework on the PTR right now! The goal of these changes is to move Symmetra to her new damage role and make her more flexible across more areas of the game. This means that not only should she be more viable in more team compositions and maps, but she should also be stronger on offense and defense. Here are the changes you can expect to see:

Photon Projector – Primary Fire

What changed?

The biggest change to Symmetra’s primary fire is that it no longer locks onto enemies. This change, in turn, allows the weapon to deal significantly more damage and have increased range. While Photon Projector’s damage ramps up more slowly than previously, it also ramps down more slowly which makes it easier to maintain for the duration of a big fight.
  • Replaces Photon Projector
  • No longer locks onto targets
  • Range increased to 10 meters
  • Damage ramping (both up and down) now takes 2 seconds per damage level instead of 1 second
  • Damage ramp increased from 30/60/120 to 60/120/180
  • Now generates ammo instead of spending it when hitting barriers

Photon Projector – Alternate Fire

What changed?

Photon Projector’s alternate fire has changed significantly as well. It no longer pierces through enemies—it explodes on contact instead. The projectile speed has also significantly increased, making it more reliable to use the weapon at longer ranges. Explosive projectiles are even more powerful when fired above your enemies because they can deal splash damage, which is now more possible for Symmetra due to her Teleporter changes.
  • No longer pierces targets
  • Now explodes on contact
  • Projectile speed increased
  • Charge up speed increased
  • Damage changed to 60 impact / 60 explosive
  • Overall her weapon maintains its core identity while gaining much needed flexibility with how it can be used. Now that Symmetra is no longer a support hero, she is expected to be able to dish out heavy damage and these changes allow for her to do so.

Ability 1: Sentry Turret

What changed?

By far the most noticeable change to Symmetra’s Sentry Turrets is her new ability to launch them forward as a projectile to place them, rather than having to walk up close to the placed location. In addition, Symmetra will only be able to hold and deploy a max of three turrets, but each one is significantly stronger than her previous Sentry Turrets. This allows her to spend less time trying to keep a large nest of turrets alive, as well as making them a bit more resistant against low damage area attacks.
  • Turret is now placed like a projectile instead of being set in place
  • Can hold a max of 3 now, down from 6
  • Can now deploy a max of 3, down from 6
  • Health increased from 1 to 30
  • Damage increased
  • Amount of slowing effect increased
  • Symmetra’s turrets are a core part of her identity and now they are stronger than ever. With the new deploy method she can place them in more difficult to reach places, or just throw them down in the middle of combat while fighting with her weapon.

Ability 2: Teleporter

What changed?

The Teleporter has swapped places with her old Photon Barrier ability. However, the new Teleporter works significantly differently than the original one, and it will be used in very different ways. Now instead of building the exit directly in front of you, players instead can now place the exit far away (up to 25 meters) and the entrance will be built right in front of you automatically. Then, for a limited duration, you or your allies can run to either teleporter and press the Interact/Acknowledge input to be teleported to the opposite portal.
  • Can now place the exit up to 25 meters away from Symmetra
  • The entrance will automatically be built in front of Symmetra, rather than at her team’s spawn point
  • Lasts 10 seconds
  • Health lowered to 300
  • More things can teleport through it, such as Junkrat tire and D.Va’s exploding mech
  • Entrance can now be destroyed
* If either the entrance or exit dies, the other is removed
This change allows Symmetra to bring unique functionality to her teammates and create super fun and interesting combos and plays. For example, you can now place Bastion,Torbjörn, and other limited mobility heroes in hard-to-reach places where they >- couldn’t otherwise get to by themselves. In addition, Teleporter can now move new objects such as D.Va’s exploding mech or Torbjörn turrets. In playtests we’ve seen it used for simple things such as giving an escape option to normally mobility-lacking heroes like as Ana or Zenyatta, but also for amazing saves such as dropping it into an enemy Zarya’s Graviton Surge that has caught your allies, allowing them to teleport out to safety.
We’re really excited to see how players use her new Teleporter!

Ultimate: Photon Barrier

What is it?

Her previous secondary ability has moved to become her new ultimate, with some dramatic changes. Instead of creating a small circular barrier that moves forward, she now creates an immobile wall that spans and cuts through entire maps. She can use this new wall to drop in the middle of a fight and give allies a huge advantage, or use it to block an important enemy ultimate before it triggers such as D.Va’s Self-Destruct or Junkrat’s RIP-Tire. Since the wall is nearly infinite in size, you can throw it down to affect a fight that you aren’t even a part of yet if you aim it well enough. You can also combo your abilities together and place a Teleporter on both sides of your wall, allowing your teammates (or yourself) to quickly switch which side of it they are on.
  • Deploys a barrier that is big enough to span and cut through an entire map
  • Orientation can be changed by pressing the ultimate button again
  • Has 5000 health
We’ve been playtesting these changes for some time now and we’re still finding new and interesting things that can be done with the new Symmetra. Whenever we come out with a new hero or rework abilities, it can take some time to get it right. We’re looking forward to you guys getting a chance to play her and give feedback!
CONSOLE: anyone notice that the layering in the menu when looking at your team player stats is on the wrong layer?
Hey there, we're aware of this issue and expect to have a fix in our next console update. Apologies for the bug.
New Symmetra Sound Effects Genuinely Painful to Listen to
In what way are they painful? Which effects specifically? We can look into this.
Teleporter Destroying itself
Yep, sorry about this. This should be fixed in an upcoming build.
Cannot use teleporter with controller
We weren’t able to get the build on the PTR updated with this, but the plan is to change the default controller binding so L3 is bound to interact. Of course, people are still free to change the controls to whatever they want.
I just tested this on a local build to make sure I could bind things correctly and have them work on the teleporter and it worked ok.
Are you able to bind a key to the Interact button? It just doesn’t pop up over the teleporter when you stand over it?
Symmetra Rework Opinions from a Symmetra Main
This is great, thanks.
As for the removal of the lock-on, we tried to make it work but there was no way to realistically increase its damage potential while still allowing that kind of lock-on targeting. On the plus side, it takes longer to lose charge on the weapon now so you don’t have to be crazy accurate to build up charge. You just need to be able to stay alive long enough to build it, which has always been the real trick with her
Can you let us know how this is gonna be implemented on consoles?
The current plan is to default the binding to L3 (the left stick button) for controllers.

[Adams] Horizon Lunar Colony Level Design

Wednesday

Pink Mercy T-Shirts
The PINK MERCY shirts will be delivered by September at the latest.
We appreciate your support for this great cause. Thank you.
Duplicate Legendary Anniversary boxes
You should not receive a duplicate Pirate Junkrat skin unless you already have all of the legendary Anniversary skins.
There is a notable caveat here, though – the contents of unopened loot boxes also count toward our check for duplicates. If a player buys the 50 Anniversary Loot Boxes + 1 Legendary Anniversary Loot Box pack, and they open the Legendary Anniversary Loot Box first, they might get a duplicate right away because the anniversary legendary skins they are missing are actually in their 50 unopened Anniversary Loot Boxes.
In the future, we’re going to change the order in which these boxes are generated, so that we generate Legendary boxes (which are more likely to be opened first) before non-Legendary boxes. This change should greatly reduce the frequency with which this confusion occurs.
Apologies for the confusion and hopefully this clears things up.

Double XP Weekend | June 8-11

Thursday

[Daram & Meii] Interview with Overwatch Designer, Scott Mercer: “We think that the endorsement system will be the key to bringing out the goodness in players”

Horizon Point A Glitch Exploit
Any video or screenshot. We will try and figure it out. Thanks.
Horizon Spawn Sightlines
Will take a look. Thanks for the feedback.

Friday

Building Overwatch League - Overwatch League, Assemble

Horizon Spawn Sightlines
Thanks for the screenshot I will move those boxes a bit.
Will the new top500 SMS affect this season and/or deathmatch?
The SMS changes will not affect any seasons currently taking place.
Ana is the only sniper that can’t run away
Ana’s Sleep Dart ability was intended to give her the ability to disengage.
New Horizon map has damage bugs!
Will take a look thanks.
Hi Jeff! Please say hi to me! It would make my life! Just once!
hi, CivilPain! happy friday
Could you also give us a set date on when Comp DM FFA will end?
it ends with the anniversary event

Double XP Live Now

[Tay] Exclusive Interview: Overwatch's Leads Reveal Upcoming Game Features & More

OWL News | Stage 4 Week 4

Boston Uprising

Dallas Fuel

Florida Mayhem

Houston Outlaws

London Spitfire

LA Gladiators

LA Valiant

New York Excelsior(NYXL)

Philadelphia Fusion

SF Shock

Seoul Dynasty

Shanghai Dragons

Contenders News | Trials

Remaining News

Last Week's Post

submitted by Seagull_No1_Fanboy to Overwatch

Why all the 2k hate?

Okay so i've been seeing tons of hate around the 2k community recently centering around how the game is buggy and trash. Well 2k fans, I just dont get it. Sure there is tons of stupid shit that happens but i challenge to find me a perfrct sports game. If you ever complain about something in 2k just compare the situation to madden first to realize how fortunate you are.
Complaining in 2k myteam because you spent $100 and only got 2 diamonds? Yeah that sucks but in madden, spending $100 barely warrants you one 90 overall player... SOMETIMES. Complaining that mypark is recycled garbage? Madden doesnt even get a mode like that to play. Too much cheese in gameplay? Well in madden you have a whole other thing coming. Sure 2k has spamming steal and hof limitless but in madden youre gonna need to be prepared for at least one sack fumble a game, three or four aggresive catches over elite corners and receiver dropping passes that lead to the ball flying in the air before falling into the hands of a neatby safety.
Oh and the AI. This is where both games suffer but i think madden is getting the worst of it. In 2k, defensive CPU will sometimes decide to sag off cutting players or dribble the clock out and take a contested shot from deep. Okay yeah this is dumb but you dont understand bad AI until you've played madden. So to put it bluntly, madden AI is total HORSESHIT. Offensive lineman will just not block their man, corners will run the wrong zone, players will have clear tackles but dive out of the way, kickoffs are impossible because no one will block for you, and let me tell you, GOOD FUCKING LUCK staying in the pocket for anything beyond 4 seconds because your blockers will all implode on themselves for no reason.
Madden doesnt even have career mode, in MUT packs are more expensive than in myteam and EA never has discounts. In connected franchise the sim is terrible and the stats are always terribly unrealistic. One time i saw Aaron Rodgers win the MVP when his team went 6-10. If your team doesnt make the playoffs you pretty much cant win the MVP let alone 6-10.
After all this, i have one more point. Go back and play 2k8 and compare it to 2k17. Big difference huh? Gameplay has improved a ton, new modes have been added and everything is more polished. Now lets compare Madden 08 to Madden 17. Big difference? You could say that. The graphics have definetly improved a lot, the gameplay still pretty much has the same gamebreaking bugs as it did 10 years ago but hey some think it's better so i'll let it slide. Now lets see... Added game modes right? You'd think after 10 years we'd have improved on our previous game modes and added new ones right? Haha no thats where youre wrong! In reality over 9 years here's the changes... In madden 08 we had a fully fledged out career mode (albeit not as good as it had been in previous years... EA seemingly developed this habit long ago) which madden 17 now lacks. Yeah you can make a player but there is absolutely no player choice or story at all and nobody plays it. Okay but how about the minigames? Whats that? Oh EA took minigames out of the game? In madden 08 you used to be able to run the 40 yard dash and do the bench press but the game mode has been absent for some years now.
Now the big one. FRANCHISE. In madden 08 we had the ability to sign head coaches that instilled their schemes as well as offensive and defensive coaches. In madden 17 we can only sign a head coach that has no affect whatsoever. In madden 08 we got full scouting reports on what each of the 300+ prospects in the draft specialized in and how their skillsets were developed as well as draft stories behind many of the prospects. In madden 17 we get to see the players top 3 stats and if theyre a bust or not. We shouldnt automatically know if the player is a bust or not, that takes all the fun out of drafting! Also there is usally one or two recycled draft stories a year in 17 that youd have to navigate a menu to find. In madden 08 it was difficult to sign free agents because each player had their own set of interests such as playing for a contender, a prestegious head coach or in a scheme they'd fit into well. In madden 17 each free agent goes to whoever gives them the most money.
The only thing madden has added that people enjoy is MUT which has become more of a cash grab than a mode at this point. In madden 13 we had base elites that were 99. In madden 17 theres less than 20 99s in the game. Madden continuosly gets worse while 2k improves every year. This goes to show the wonders of competition. 2k has nba live to at least somewhat pressure them to put in effort but for madden EA can just roll over do nothing and collect their billions in revenue 2k produced their best game when NBA Live was still relevant and EA produced theirs when NFL 2k5 came out. Obviously for EA the fact that 2k had a better game than them didnt sit too well so now they own the liscense.
In 2k's mygm blog one of the developers even took shots at EA by saying " I shouldnt be at this point, but i am continuosly suprised by how little support other games [cough cough MADDEN] give their franchises." Obviosuly he didnt specifically call out EA but we knew what he was alluding to. This has become a madden hate thread lol. So, in conclusion I think that while 2k costumers shouldnt accept anything 2k gives them ,as that will lead to laziness, I think we should all chill with the 2k hate and focus on trying to get EA to do something productive with one of their maddens.
submitted by unpopularbear77 to NBA2k

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