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POULE 3 SAISON 25.26

#239

cracks a écrit :
consoranidu09 a écrit :

Attention 2 erreurs.

Saverdun a un point de moins 23 et pas 24.

FCTT a 4 points de moins et une victoire de moins 43 points et pas 47.

 

  Salut  Scores mis à jour 

Par contre il y a un bug pour Toec et Saverdun effectivement erreurs (ils ont un match de trop) ??? 

Je vois pas d’où ça vient ! Olive stp 

 

Je vois vous avez compté deux fois la victoire du FCTT devant Saverdun. Le match avait été à rejouer.

 

Il faut enlever une défaite et un point à Saverdun et une victoire et quatre points au FCTT pour être à jour…

#240

consoranidu09 a écrit :

Attention 2 erreurs.

Saverdun a un point de moins 23 et pas 24.

FCTT a 4 points de moins et une victoire de moins 43 points et pas 47.

23 ou 29 dans un autre message, je ne sais pas, mais 24 en ne marquant qu'un essai, je ne comprenais pas !

#241

consoranidu09 a écrit :

 

S'il y a des intellectuels pour m'expliquer les points qui seront attribués au ROC et à Lisle Jourdain je suis preneur pour la péréquation.

 

 

C'est entre le ROC et Blagnac qu'il y aura péréquation.

ROC vs L'isle Jourdain devrait se jouer le 5 avril …

Ca va piquer

#242

frelon vert a écrit :
consoranidu09 a écrit :

 

S'il y a des intellectuels pour m'expliquer les points qui seront attribués au ROC et à Lisle Jourdain je suis preneur pour la péréquation.

 

 

C'est entre le ROC et Blagnac qu'il y aura péréquation.

ROC vs L'isle Jourdain devrait se jouer le 5 avril …

  Salut   Toutafé 

Pour les péréquations les calculs se font à la fin de la phase qualif 

Voir 341/3 (2) du règlement ci-joint  P10 😉

 

https://api.www.ffr.fr/wp-content/uploads/2026/01/rg-2025-26-titre-iii.pdf

N’OUBLIE JAMAIS: LA ROUE TOURNE

 

L'OVALIE C'EST NOTRE PAYS

#243

  Salut  

Bon encore un Dimanche rageant loupé à domicile . Ce qui nous met à mon avis out pour la qualif sauf si et seulement si !! 

On se battra quoiqu’il en soit sur les derniers matchs même avec les absents qui s’accumulent ! 

Bref en résumé un match qui a apporté son lot de bonheur et déception sur la dernière transformation loupée qui aurait fait basculé vers la victoire .

Rien a reprocher notre jeune buteur du jour évidement. 

Pour moi la cagade vient de l’action incompréhensible de notre joueur qui à la fin de la première mi-temps où on est mené 5/10 veut jouer dans nos 22 alors que la touche (réclamée haut et fort) aurait sifflé la fin du premier acte et au lieu de ça récupération des Caouecs qui nous plantent la banderille 5/15 . 😕

En seconde on prend une pénalité 5/18 et enfin les attaques sont lancées si ce n’est une pénaltouche ratée on domine notre adversaire dans pas mal de secteurs de jeu ainsi qu’en mauls . 

Sur une attaque presque en fin  de match on va à dame mais l’arbitre arrête le jeu suite à un choc sur plaquage du joueur 16 Blagnacais (dommage pour l’action mais sécurité oblige j’espère qu’il va mieux on l’a sorti sur civière sur KO) 

On a continué à mettre la pression et fini par aplatir en coin 17/18 . 

Un match je dirai ou chacun a eu sa mi-temps viril correct et intéressant niveau jeu  sauf le résultat   . 

Pour la 6 ème place même si les scores sont serrés je vois toujours Céret  . Ps on a eu un contrôle antidopage (faut vraiment avoir envie de pisser hein les poulets )   

Bravo à nos jeunes qui gagnent cette équipe blagnacaise largement première au classement ce qui nous laisse espérer un petite qualif de nos espoirs 😉

Dernière modification par cracks (10/03/2026 18:25:44)

N’OUBLIE JAMAIS: LA ROUE TOURNE

 

L'OVALIE C'EST NOTRE PAYS

#244

J20 

 

Castelsarrasin / Castelnaudary   4 / 1  (Combat  des Castel CastelS à Domicile ) 

St Sulpice / Grenade 1 / 4 (A St Sulp compliqué ;maintenant tout est possible ) 

Gaillac / St Girons  4 / 1   (A Domicile les Tarnais  ) 

Céret  / Toec Toac  4 /1  ( A Domicile Céret veut s’accrocher à la 6 ème place)

Mazamet  / L’Isle  4 / 1  (Mazamet se doit de montrer autre chose chez eux sinon )

Blagnac / Saverdun  5 / 0  (A domicile sur synthé Blagnac devrait le faire)

 

Bons Matchs à Tous  

N’OUBLIE JAMAIS: LA ROUE TOURNE

 

L'OVALIE C'EST NOTRE PAYS

#245

Allez c'est parti pour la dernière ligne droite..

 

J20 

 

Castelsarrasin / Castelnaudary   4 / 1  ( Sur leur match à St Gi le CAC devrait battre le ROC ) 

St Sulpice / Grenade 5 / 0 (St Sulp grosse équipe à la maison ) 

Gaillac / St Girons  ( 5 / 0   (Gaillac ne doit pas perdre de points dans la course aux deux première places) 

Céret  / Toec Toac  4 /1  ( A Domicile Céret et le FCTT s'accrochera mais il a laissé passer sa chance )

Mazamet  / L’Isle Jourdain  1 / 4  (. La surprise du jour )

Blagnac / Saverdun  5 / 0  ( Le caouecs ont un objectif, le barrage à la maison, il ne faut rien lâcher )

 

Bons Matchs à Tous  

 

#246

Castelsarrasin - Castelnaudary 4 / 1

 

Saint-Sulpice - Grenade 5 / 0

 

Gaillac - Saint-Girons 5 / 0

 

Céret - Toec 4 / 0

 

Mazamet - L'Isle Jourdain 1 / 4

 

Blagnac - Saverdun 5 / 0

 

#247

Castelsarrasin - Castelnaudary 4 / 1

 

Saint-Sulpice - Grenade 4 / 0

 

Gaillac - Saint-Girons 5 / 0

 

Céret - Toec 4 / 0

 

Mazamet - L'Isle Jourdain 4 / 1

 

Blagnac - Saverdun 5 / 0

Ca va piquer

#248

Castelsarrasin - Castelnaudary 1 / 4

 

Saint-Sulpice - Grenade 4 / 0

 

Gaillac - Saint-Girons 4 / 0

 

Céret - Toec 4 / 1

 

Mazamet - L'Isle Jourdain 4 / 0

 

Blagnac - Saverdun 5 / 0

#249

u4gm Battlefield 6 What Brings Back Classic Battlefield

 

After a few nights in Battlefield 6, it's pretty obvious the series has stopped chasing strange ideas and gone back to what actually works. The tone is sharper, more serious, and the whole NATO-versus-private-military setup gives the fights some weight without turning into a soap opera. What grabbed me first, though, was how naturally the game drops you into that old Battlefield rhythm. Big maps, armour rolling in, jets screaming overhead, squads trying to hold things together. Even stuff people look up, like Battlefield 6 Bot Lobby cheap, sits around the wider conversation, but once you're in a proper match, the real hook is how quickly the chaos starts to make sense.

Classes matter again

The best decision they made was bringing back the proper class system and actually sticking to it. Assault, Engineer, Support, Recon. Simple. Clear. Useful. You feel it straight away. If your squad has no Engineer, vehicles become a nightmare. If nobody's carrying ammo or revives, your push dies in seconds. That dependency changes how people move and fight. You can still try to play hero if you want, but it usually ends with you face-down in the dirt while your team loses the point. It's not restrictive, though. It just feels focused. You know what your job is, and when everyone leans into that, matches get a lot more interesting.

Destruction changes every fight

What really sells the game is the way destruction keeps messing with your plans. Cover doesn't stay cover for long. A building that feels safe at the start of the round can be ripped open by tank shells a few minutes later, and suddenly there's a sniper angle nobody had to worry about before. That's the Battlefield bit people missed. Not scripted gimmicks. Just systems colliding in messy, believable ways. You'll be trading shots in a street, hear a jet pass low overhead, then watch half the wall next to you disappear. It creates panic, but the good kind. The sort that forces quick thinking instead of just frustration.

More stable, less nonsense

There's also been a noticeable effort to clean up the rough edges. Early spawn problems, random bugs, odd balance issues, a lot of that has been toned down through seasonal updates. The extra maps and weapons help, sure, but the stability fixes matter more than flashy marketing beats. They've also gone after those cheesy XP farm servers and adjusted progression so normal matches feel worth your time again. That makes a huge difference. You're not loading in with the sense that half the player base is gaming the system while everyone else does the actual work. Even the side battle royale mode feels more like an optional detour than a desperate attempt to follow trends.

Why it clicks with long-time players

What makes Battlefield 6 land, at least for me, is that it doesn't feel needy. It's not begging to be called revolutionary. It just understands the basics: defend the flag, support the squad, survive the madness if you can. That's enough. Old fans can jump in and recognise the heartbeat of the series almost instantly, while newer players get a clearer version of what Battlefield is supposed to be. And when people want extra help outside the match itself, whether that's game items, currency, or account-related services, sites like U4GM are part of that wider gaming ecosystem people already know how to use. The main thing, though, is that the game finally trusts its own formula again, and that confidence shows in every round.

#250

u4gm Why MLB The Show 26 Feels More Like Real Baseball

 

I didn't load up MLB The Show 26 expecting much beyond the usual annual clean-up job. That's normally how these games go. A few ratings shifts, a fresh coat of paint, maybe one headline feature that sounds bigger than it plays. This year feels different straight away, and not in a flashy way. The whole thing is more tuned to how baseball actually works now. Even browsing the MLB The Show 26 marketplace while getting set up, I had the sense this year's game was built around detail, not noise. Once you're on the field, that feeling only gets stronger. The pace, the decisions, the little moments between pitches — they matter more than they used to, and that changes everything.

Pitching feels less gamey and more honest

The mound is where the biggest shift hits. You can't just lean on your nastiest pitch over and over and expect the same old results. The new logic behind pitch usage makes you work for outs. Throw a pitch too often in spots where it doesn't make sense, and hitters start sitting on it. That sounds simple, but in play it's a huge deal. You stop thinking like someone holding a controller and start thinking like a pitcher trying to get through an at-bat without giving too much away. There's more tension in every count. A 1-2 pitch matters. A waste pitch matters. If you've played this series for years, you'll notice right away that old habits don't save you anymore.

Pressure moments actually feel like pressure moments

The Bear Down mechanic could've been cheesy, but it isn't. It works because it's limited and because it asks you to make a call in the moment. Do you use it now with two men on and one out, or do you trust your stuff and save it for the next hitter? That's the kind of choice the game keeps putting in front of you. When you get it right, it feels earned. When you guess wrong, it stings a bit, which is exactly the point. Add in the new umpire challenge feature and you get these sharp little bursts of drama that feel ripped from a real broadcast. They don't happen constantly, and that helps. It keeps the feature from turning into a gimmick.

Hitting and fielding both got smarter

At the plate, the new simplified zone option is one of the better additions they've made in years. It opens the door for players who don't want every swing to feel like a hand-eye exam, but it doesn't flatten the skill gap. If you want full PCI control, it's still there. If you want a cleaner read-and-react approach, that works too. Both styles feel valid. On top of that, the fielding looks much better because the animation work is cleaner. Double plays, quick transfers, awkward hops in the infield — they flow more naturally now. You notice it most in those routine plays that used to look stiff. They don't anymore, and the game benefits from that more than people might expect.

Modes have more shape this time

Road to the Show feels less loose in the opening hours, which helps a lot. There's a clearer sense of progression in the minors, and it gives your player's climb some weight. The World Baseball Classic also makes the whole package feel bigger, like the game understands baseball doesn't stop at MLB borders. That's probably what I like most about this year's version. It respects the sport's texture. It trusts players to notice the small stuff. And if you're the type who likes having reliable places for in-game help, currency options, or item support, U4GM fits naturally into that wider baseball-gaming routine without pulling focus from what the game itself does so well.

#251

u4gm What Makes Arc Raiders Feel Alive Right Now

 

Load into Arc Raiders for a few nights and you start to realise this game isn't sitting still for anyone. It keeps shifting. One week you're learning safe routes, the next week the whole mood of a run changes because a weather modifier turns the map into a mess of noise, shadows, and bad decisions. That unstable feeling is a big part of the draw, same with the pressure around loot and ARC Raiders Coins, because every trip out feels like a gamble instead of a routine. You drop in, scan the area, hear machines moving somewhere off to the side, and already your plan starts falling apart. That's the hook. Not just shooting well, but staying calm when the run gets ugly fast.

When the map stops playing fair

The environment does more work here than people give it credit for. The Hurricane modifier is the best example. It's not some cheap visual trick thrown on top of the map. It changes sightlines, audio cues, and timing. You can't rely on the same angles when visibility goes bad, and that means every fight gets a little more awkward. Players hesitate more. Squads split at the wrong time. Solos get bold, then regret it five seconds later. You very quickly learn that knowing the map isn't enough. You've got to read the conditions too, and that keeps runs from blending together.

Enemies that actually force a response

The newer ARC units help a lot with that as well. They don't feel like reskinned filler dropped in to pad out the roster. Some rush you, some pin you, some drag fights out long enough for another team to hear the noise and third-party the whole thing. That's where Arc Raiders gets nasty in a good way. PvE pressure isn't separate from PvP pressure. It feeds into it. Even when the movement or physics have a weird moment, the AI still does enough to make you adjust on the fly. You can't treat every machine encounter like free loot. Sometimes the smartest move is to avoid the fight entirely and save ammo, meds, and your position.

A game shaped by people actually playing it

What makes the current version interesting is how obvious the feedback loop has become. Earlier tests had rough spots, especially if you queued solo and got thrown against stacked teams with better gear. That sort of thing usually kills goodwill quickly. Here, the developers seemed willing to pull systems apart and rebuild them. Matchmaking changes, weapon tuning, loot balance, all of that has made the experience feel less punishing in a cheap way. It's still tense, still mean at times, but not quite as hopeless. Seasonal drops help too. New zones, layered objectives, community tasks, little reasons to log back in. It doesn't feel polished in the traditional sense. It feels active.

Why people keep coming back

A lot of shooters ask for fast aim and sharp reflexes. Arc Raiders asks for nerve. Do you stay out longer for better gear, or leave with what you've got before greed ruins the run? That decision sits underneath almost everything. It's why people keep talking about balance, extraction timing, and gear economy instead of just kill counts. There's also a wider player habit now of looking for ways to stay competitive and save time, whether that means grinding smarter or checking services like u4gm for game currency support, because this kind of game always creates demand around progression. The important bit is that nothing feels settled yet, and weirdly, that uncertainty gives Arc Raiders its pulse.

#252

u4gm Why Arc Raiders Feels Alive With Every Update

 

These days, loading into Arc Raiders feels less like stepping into a polished release and more like joining a live stress test where every match teaches the devs something new. That's not a knock, either. It's part of why the game is so easy to get hooked on. You drop in, scrape together supplies, fight off machines, and try not to get caught out by another squad before extraction. Sounds simple on paper. It really isn't. Once you're out there with a bag full of loot and not enough ammo, every little decision starts to matter, especially when better ARC Raiders gear can mean the difference between a clean escape and losing everything in thirty seconds.

When the map turns on you

One of the smartest things Arc Raiders is doing right now is making the environment feel like an active threat instead of background dressing. The Hurricane modifier is a great example. It doesn't just make the match look dramatic. It cuts sightlines, messes with movement, and makes fights feel scrappier and more desperate. You can't rely on the same routes or the same angles when the weather starts working against you. Then the machines pile on top of that. The newer ARC units actually force adjustments. Some rush, some pressure from range, some just create chaos long enough for players to third-party you. It's not the usual PvE filler. A lot of the time, the AI is what breaks your plan first.

A rougher, better kind of balance

The PvPvE direction still splits opinion, and honestly, that makes sense. If you mostly queue solo, you've probably had runs where a full team rolled over you before you had any chance to react. That used to be one of the game's biggest weak spots. Lately, though, it's felt like the team behind Arc Raiders is trying to smooth that out instead of pretending it isn't a problem. Matchmaking changes, weapon tuning, and smaller combat tweaks have made solo play less punishing than it was. Not easy, just fairer. There's a difference. You still get punished for bad choices, but it doesn't feel quite as hopeless when you bump into coordinated players.

Loot, patches, and the reason people keep coming back

The economy might be the clearest sign that the game is still evolving in real time. The second players discover an efficient farming route or some cheesy way to stack high-end loot, it usually gets hit in the next patch. That can be annoying if you were benefiting from it, sure, but it also keeps the whole thing from going stale. Seasonal updates help a lot too. New objectives, extra areas to explore, and progression tracks give each stretch of the game its own rhythm. You're not just repeating the same run for the sake of it. There's usually something new to chase, or at least some fresh reason to risk staying in the map a little longer than you should.

Why the risk still works

What makes Arc Raiders stand out is that it isn't really about racking up kills. It's about reading the room, knowing when to push, and knowing when to leave. That tension carries whole matches. Do you head for one more crate, or get out while your luck's still holding. That's the loop, and it works because the game never feels fully settled. Every update shifts the numbers a bit, changes the flow, or introduces some new problem to solve. For players who like tracking that kind of moving target, even outside the game through trading chatter and item hunting on places like U4GM, Arc Raiders has become hard to ignore, because it keeps finding new ways to make one more run sound like a good idea.

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