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

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

Execution · Pure Mechanics
Free-to-play military shooter mixing class-based PvP with co-op missions.
Half-Life Deathmatch: Source 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 Deathmatch: Source
Aim, bunny-hopping and snap reactions decide duels
Warface
Aimbot dominates gunfights; recoil control and flick aim decide duels.
Warface leans a little harder on reads, though the gap is small.
Half-Life Deathmatch: Source
Predicting human movement and spawn timing matters
Warface
Human PvP positioning and peek mind-games in versus modes.
Warface leans a little harder on variance, though the gap is small.
Half-Life Deathmatch: Source
Fixed maps and item timers, little randomness
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 Deathmatch: Source
Weapon spawns and map control are learnable systems
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.