head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Execution · Pure Mechanics
Classic WWII shooter whose objective-based multiplayer defined a genre.

Execution · Competitive PvP
The original class-based capture-the-flag shooter built on Quake movement.
Return to Castle Wolfenstein leans Execution (Pure Mechanics); Team Fortress Classic leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Return to Castle Wolfenstein
Fast strafing and precise hitscan aim dominate duels
Team Fortress Classic
Conc jumps, rocket aim, grenade timing demand sharp hands
Team Fortress Classic leans a little harder on reads, though the gap is small.
Return to Castle Wolfenstein
Multiplayer objective pushes hinge on outguessing human defense
Team Fortress Classic
Human defenders adapt chokes and offense routes constantly
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Return to Castle Wolfenstein
Fixed objectives and scripted singleplayer enemies, little randomness
Team Fortress Classic
Open maps, little hidden information beyond flanks
Return to Castle Wolfenstein leans a little harder on optimization, though the gap is small.
Return to Castle Wolfenstein
Objective timings, class roles, and routes reward planning
Team Fortress Classic
Class picks and map routes are learnable but shallow
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.