head to head
Titanfall 2 asks more than Half-Life Deathmatch: Source, and the gap is reads.

Execution · Pure Mechanics
Tests raw aim and movement speed in fast classic arena deathmatch.

Execution · Competitive PvP
A beloved movement shooter pairing an execution-heavy campaign with adaptive pilot duels.
Half-Life Deathmatch: Source leans Execution (Pure Mechanics); Titanfall 2 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.
Half-Life Deathmatch: Source
Aim, bunny-hopping and snap reactions decide duels
Titanfall 2
Slide-hopping and aim under speed set a high ceiling
Titanfall 2 leans clearly harder on reads.
Half-Life Deathmatch: Source
Predicting human movement and spawn timing matters
Titanfall 2
Multiplayer pilots out-position and out-guess each other
Titanfall 2 leans a little harder on variance, though the gap is small.
Half-Life Deathmatch: Source
Fixed maps and item timers, little randomness
Titanfall 2
Flank uncertainty and titanfall timing only
Titanfall 2 leans a little harder on optimization, though the gap is small.
Half-Life Deathmatch: Source
Weapon spawns and map control are learnable systems
Titanfall 2
Campaign gauntlets and loadout synergies are solvable
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.