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

Execution · Pure Mechanics
Tests twitch aim and physics-prop improvisation against human opponents.

Execution · Pure Mechanics
Free-to-play military shooter mixing class-based PvP with co-op missions.
Half-Life 2: Deathmatch leans Execution (Pure Mechanics); Warface leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Half-Life 2: Deathmatch
Aim, movement and gravity-gun catches decide every duel
Warface
Aimbot dominates gunfights; recoil control and flick aim decide duels.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Half-Life 2: Deathmatch
Predicting human spawns, dodges and prop throws matters constantly
Warface
Human PvP positioning and peek mind-games in versus modes.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Half-Life 2: Deathmatch
Physics props add minor situational chaos
Warface
Spawn and enemy position uncertainty, minor.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Half-Life 2: Deathmatch
Weapon spawns and map control are learnable layers
Warface
Loadout grind and class synergy matter but are mappable.
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.