head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Competitive PvP
Team-based WWII infantry shooter about holding and capturing map points.

Execution · Competitive PvP
A car-soccer game testing aerial control and prediction of human opponents.
Day of Defeat: Source leans Execution (Competitive PvP); Supersonic Acrobatic Rocket-Powered Battle-Cars 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.
Day of Defeat: Source
Recoil control and snap aim decide most firefights
Supersonic Acrobatic Rocket-Powered Battle-Cars
Aerial car control and ball-striking precision is the lead
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Day of Defeat: Source
Human squads shift pushes and holds unpredictably
Supersonic Acrobatic Rocket-Powered Battle-Cars
Predicting human opponents' positioning and rotations matters
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Day of Defeat: Source
Known maps, minimal randomness beyond spawn waves
Supersonic Acrobatic Rocket-Powered Battle-Cars
Little randomness in deterministic physics
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Day of Defeat: Source
Class loadouts and lane control are quickly mapped
Supersonic Acrobatic Rocket-Powered Battle-Cars
Boost management and rotation strategy form a real layer
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.
full breakdown
Day of Defeat: Source →
full breakdown
Supersonic Acrobatic Rocket-Powered Battle-Cars →