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
An acrobatic online shooter about movement-heavy gunplay against humans.

Execution · Pure Mechanics
Pure aim and movement skill tested against adaptive human opponents competing for spawn-cycle dominance.
GunZ 2: The Second Duel leans Execution (Competitive PvP); Quake III Arena leans Execution (Pure Mechanics).
Quake III Arena leans a little harder on execution, though the gap is small.
GunZ 2: The Second Duel
Acrobatic movement and aim are the core skill ceiling
Quake III Arena
Rail and rocket aim at speed is the entire game
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
GunZ 2: The Second Duel
Against humans, predicting movement and fakes matters
Quake III Arena
Human opponents adapt their routes and timings in direct response
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
GunZ 2: The Second Duel
Minor weapon spread, mostly deterministic
Quake III Arena
Spawn locations have mild randomness but are quickly mapped
Quake III Arena leans a little harder on optimization, though the gap is small.
GunZ 2: The Second Duel
Class and loadout choices support but skill leads
Quake III Arena
Armor and weapon timing routes are learnable and highly leveraged
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.