head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

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

Execution · Pure Mechanics
Classic large-scale CTF shooter built on momentum physics and absurd projectile leads.
Quake III Arena leans Execution (Pure Mechanics); Tribes 2 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.
Quake III Arena
Rail and rocket aim at speed is the entire game
Tribes 2
Skiing physics and disc-jumping aim define the skill 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
Tribes 2
Team PvP with adaptive human flag runners
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
Tribes 2
Visible battlefield, deterministic physics
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
Tribes 2
Base assets, vehicles, and route planning reward team strategy
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.