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 movement-first multiplayer shooter where parkour aim duels decide fights.
Quake III Arena leans Execution (Pure Mechanics); Titanfall 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
Titanfall
Wall-running gunfights demand elite aim and movement
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
Titanfall
Human pilots adapt positioning and titan timing against you
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
Titanfall
Some uncertainty in titan drops and flanks
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
Titanfall
Loadouts and titan timing are a thin solvable 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.