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

Execution · Competitive PvP
A car-soccer game testing aerial control and prediction of human opponents.

Execution · Competitive PvP
A movement-first multiplayer shooter where parkour aim duels decide fights.
Supersonic Acrobatic Rocket-Powered Battle-Cars leans Execution (Competitive PvP); Titanfall 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.
Supersonic Acrobatic Rocket-Powered Battle-Cars
Aerial car control and ball-striking precision is the lead
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.
Supersonic Acrobatic Rocket-Powered Battle-Cars
Predicting human opponents' positioning and rotations matters
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.
Supersonic Acrobatic Rocket-Powered Battle-Cars
Little randomness in deterministic physics
Titanfall
Some uncertainty in titan drops and flanks
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Supersonic Acrobatic Rocket-Powered Battle-Cars
Boost management and rotation strategy form a real layer
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.