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

Execution · Competitive PvP
Gunplay and predicting human squads across large-scale and extraction modes.

Execution · Pure Mechanics
Classic arena aim married to champion abilities, tested against adaptive human opponents in fast duel maps.
Delta Force leans Execution (Competitive PvP); Quake Champions leans Execution (Pure Mechanics).
Quake Champions leans a little harder on execution, though the gap is small.
Delta Force
Gunfights and recoil control decide most engagements
Quake Champions
Champion abilities add execution layers on top of classic rail and rocket aim
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Delta Force
Predicting human rotations and pushes runs through every mode
Quake Champions
Human duels require reading opponent ability usage and positioning
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Delta Force
Extraction loot and operator gadget chaos add noise
Quake Champions
Ability cooldowns introduce mild timing uncertainty per match
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Delta Force
Loadout economy and objective sequencing set the floor
Quake Champions
Champion matchup knowledge and item timing are solvable advantages
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.