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 · Competitive PvP
The original class-based capture-the-flag shooter built on Quake movement.

Execution · Pure Mechanics
High-speed aim and movement dominance against human opponents fighting for weapon and map control.
Team Fortress Classic leans Execution (Competitive PvP); Unreal Tournament (1999) leans Execution (Pure Mechanics).
Unreal Tournament (1999) leans a little harder on execution, though the gap is small.
Team Fortress Classic
Conc jumps, rocket aim, grenade timing demand sharp hands
Unreal Tournament (1999)
Shock combo and flak cannon timing demand peak motor precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Team Fortress Classic
Human defenders adapt chokes and offense routes constantly
Unreal Tournament (1999)
Human opponents continuously adapt routes and engagement choices
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Team Fortress Classic
Open maps, little hidden information beyond flanks
Unreal Tournament (1999)
Map spawns are minor; most information is visible or predictable
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Team Fortress Classic
Class picks and map routes are learnable but shallow
Unreal Tournament (1999)
Weapon prioritisation and map control are learnable but secondary
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.