head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Execution · Competitive PvP
A sprawling military simulator where realistic ballistics and planning beat reflexes.

Execution · Competitive PvP
Timing-based reversal duels with human mind-games layered on wrestling systems.
Arma 2 leans Execution (Competitive PvP); WWE '13 leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Arma 2
Ballistics, stance, and positioning over twitch aim
WWE '13
Reversal windows and move timing decide exchanges
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Arma 2
Human squads in PvP scenarios adapt
WWE '13
Human opponents vary timing to bait reversals
Arma 2 leans a little harder on variance, though the gap is small.
Arma 2
Vast terrain hides enemy positions
WWE '13
Kick-out rolls and momentum swings add scripted chaos
Arma 2 leans a little harder on optimization, though the gap is small.
Arma 2
Doctrine, loadouts, and mission planning
WWE '13
Knowing move-sets and match-type systems pays off
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.