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 beloved movement shooter pairing an execution-heavy campaign with adaptive pilot duels.
Quake III Arena leans Execution (Pure Mechanics); Titanfall 2 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 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 III Arena
Human opponents adapt their routes and timings in direct response
Titanfall 2
Multiplayer pilots out-position and out-guess each other
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 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 III Arena
Armor and weapon timing routes are learnable and highly leveraged
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.