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

Execution · Competitive PvP
Round-based gunfights where aim and predicting human site plays carry games.

Execution · Competitive PvP
Twitch ball control plus constant prediction of human defenders on known maps.
Rogue Company leans Execution (Competitive PvP); TagPro 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.
Rogue Company
Third-person gunfights and movement decide rounds
TagPro
Ball handling, boosts and juke precision decide grabs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Rogue Company
Round-based PvP rewards predicting site hits and peeks
TagPro
Human defenders adapt to your routes every match
Rogue Company leans a little harder on variance, though the gap is small.
Rogue Company
Mild spread and ability randomness only
TagPro
Maps and power-up timers are fully visible
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Rogue Company
Economy buys and ability synergies are learnable structure
TagPro
Map routes, button plays and power-up timing are studyable
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.