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

Optimization · Grand Arena
Fast tiberium-economy RTS with a once-thriving competitive 1v1 scene.

Reads · Grand Arena
A multiplayer survival sandbox where human adversaries make every base a target.
Command & Conquer 3: Tiberium Wars leans Optimization (Grand Arena); Rust leans Reads (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer 3: Tiberium Wars
Fast micro on squads and harvesters
Rust
Aim and recoil control crucial in PvP encounters.
Rust leans a little harder on reads, though the gap is small.
Command & Conquer 3: Tiberium Wars
Ranked 1v1 rewards reading enemy tech paths
Rust
Human raiders and roamers adapt to your patterns constantly.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer 3: Tiberium Wars
Fog hides tech switches until scouted
Rust
Loot and resource spawns add modest randomness.
Command & Conquer 3: Tiberium Wars leans a little harder on optimization, though the gap is small.
Command & Conquer 3: Tiberium Wars
Tight build orders and tiberium control
Rust
Base design, farming, and raid prep dominate strategy.
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.