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
Pure aim and movement skill tested against adaptive human opponents competing for spawn-cycle dominance.

Execution · Competitive PvP
A car-soccer game testing aerial control and prediction of human opponents.
Quake III Arena leans Execution (Pure Mechanics); Supersonic Acrobatic Rocket-Powered Battle-Cars leans Execution (Competitive PvP).
Quake III Arena leans a little harder on execution, though the gap is small.
Quake III Arena
Rail and rocket aim at speed is the entire game
Supersonic Acrobatic Rocket-Powered Battle-Cars
Aerial car control and ball-striking precision is the lead
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Quake III Arena
Human opponents adapt their routes and timings in direct response
Supersonic Acrobatic Rocket-Powered Battle-Cars
Predicting human opponents' positioning and rotations matters
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Quake III Arena
Spawn locations have mild randomness but are quickly mapped
Supersonic Acrobatic Rocket-Powered Battle-Cars
Little randomness in deterministic physics
Quake III Arena leans a little harder on optimization, though the gap is small.
Quake III Arena
Armor and weapon timing routes are learnable and highly leveraged
Supersonic Acrobatic Rocket-Powered Battle-Cars
Boost management and rotation strategy form a real layer
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.