It's better.
Now, there are some areas where you're not following the reference picture at all, nor are you modifying the helmet and shading it realistically according to your own design. When dealing with complex objects like this helmet, you need to divide everything into simple shapes, and shade them accordingly.
The top of the helmet is basically kind of like 3/4 of a ring, so you should google images of metal rings and look for ones that are curved the same way as the top of this helmet. It's almost as curved as a sphere, but not quite. The face plate from the eyes to the jaw is almost cylinder-shaped, but it has a clear edge. And the jaw is basically just three metal plates fused together.
The way you've shaded the top of the helmet conflicts with the ring-like shape and also conflicts with the way the helmet is shaded in the reference pic. The reference has a border just above the eyes, which you have not included in your version, but then you need to think about what kind of edge you want instead, and look for a useful reference. Is it a sharp edge, a round edge, what?
I like that you've chosen your own colours, but you may want to look at using greys to soften certain areas. Right now you have very high saturation and very high contrast, which makes some of the edges quite ugly, and too sharp. You also have some very bright individual pixel highlights at the top of the jaw, which makes it look serrated instead of a smooth line. You may want to check out the cluster theory thread and read about the benefits of avoiding individual pixels like that. Also try to read up on anti-aliasing (AA) in pixel art. You don't always need to use AA, but when you're dealing with small objects with curves and high contrast, it's useful.