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 · Pure Mechanics
Classic arena aim married to champion abilities, tested against adaptive human opponents in fast duel maps.

Execution · Competitive PvP
A beloved movement shooter pairing an execution-heavy campaign with adaptive pilot duels.
Quake Champions leans Execution (Pure Mechanics); Titanfall 2 leans Execution (Competitive PvP).
Quake Champions leans a little harder on execution, though the gap is small.
Quake Champions
Champion abilities add execution layers on top of classic rail and rocket aim
Titanfall 2
Slide-hopping and aim under speed set a high ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Quake Champions
Human duels require reading opponent ability usage and positioning
Titanfall 2
Multiplayer pilots out-position and out-guess each other
Quake Champions leans a little harder on variance, though the gap is small.
Quake Champions
Ability cooldowns introduce mild timing uncertainty per match
Titanfall 2
Flank uncertainty and titanfall timing only
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Quake Champions
Champion matchup knowledge and item timing are solvable advantages
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.