An HWID ban in Delta Force lands on the machine, not on the account, which is why a new account on the same computer follows it almost immediately. ACE reads the hardware fingerprint before it ever looks at your profile: the ban list holds a bundle of CPU identifiers, GPU data and drive serial numbers. A clean email and a freshly bought starter pack do not change that bundle.
The detail below covers what the anti-cheat takes off the machine, why a spoofer has to finish its work before the game client starts, and where people lose a second account in a row. Live builds with prices and status are collected on the Delta Force cheats page. The notes here come from Season Reorientation, which went live on 8 September, played across Hazard Operations and Havoc Warfare, anti-cheat ACE by Tencent.
Why ACE blocks hardware instead of a profile
ACE enters the system through the ACE-BASE.sys driver and runs at kernel level. It does not behave like an ordinary program sitting next to the game: it comes up together with the launcher and stays active in the system. From that position it sees more than client memory, it also reads low-level identifiers such as CPU model and serial data, GPU parameters, disk serial numbers, network adapters. That is what the machine fingerprint is built from.
Once a fingerprint reaches the ban list, the computer itself is blocked. Any account logged in from that hardware inherits the restriction, because the hardware check happens before the account check. The reasoning is direct: the anti-cheat has no reason to let a new user onto a machine already flagged as an offender. That is why the question "what if I just make a second profile" gets answered within the first minutes after login.
Punishment length is a separate story here. The G.T.I. Security team hands out a ten year term, which in practice equals a permanent ban. One weekly report counted 1099 such bans, and the total number of punished accounts in that report reached 16974. Our breakdown of those numbers sits in the article on ten year bans from G.T.I. Security.
The typical scenario where a second account is lost
It almost always looks the same. Someone catches a block, registers a new profile, buys the starter pack again, installs the game and logs in. After one session, sometimes after one evening, the second account goes the same way. In chat this usually gets explained as the anti-cheat "recognising the playstyle" or remembering behaviour. The real reason is simpler: the machine fingerprint stayed the same, and ACE identified the computer rather than the player.
The second version of that mistake is even more common. Someone already knows about spoofers, buys one, but applies it in the wrong order: launcher first, login error second, then the game gets closed, the spoofer is run and "Play" is pressed again. By that moment the fingerprint has already been read by a driver that never left the system. The money for the account is gone, and the software itself worked fine.
Launch order matters more than product choice
Order of operations is what decides the outcome here. A mistake in the launch sequence costs buyers another account more often than any trouble with the loader itself or the feature set. The spoofer has to finish before the anti-cheat service comes up and before the game client starts. If ACE-BASE.sys is already in memory, it will either not pick up the new fingerprint at all, or it will see a mismatch between what it read at startup and what it sees now. The second outcome is worse than the first.
The working sequence we settled on during testing looks like this.
| Step | What to do | What breaks if you skip it |
|---|---|---|
| 1 | Reboot after the ban, with launcher and Steam removed from startup | The client brings ACE up on its own, before you even open the spoofer |
| 2 | Check that game processes and the anti-cheat service are not still running | The driver stays active and keeps the previous fingerprint cached |
| 3 | Run the spoofer as administrator and wait for confirmation of the change | Some identifiers are not rewritten and the fingerprint changes only halfway |
| 4 | Reboot if the spoofer asks for it, and only then start the cheat loader | The change is not applied to every device and the machine stays recognisable |
| 5 | Log in on the new profile and never open the old account on this machine | Logging in on the banned profile ties the fresh fingerprint back to the ban list |
Almost everyone ignores step five. The point of changing a fingerprint dies the second someone logs into the old banned account on the updated machine just to "check whether the ban is gone". At that moment the anti-cheat gets a pairing of new hardware with an already flagged profile, and the work has to be done over.
What changes with a new fingerprint and what stays as it was
Two different things are easy to mix up here. Changing the fingerprint removes the flag from the hardware, but it has no effect on the state of the account: a banned account stays banned, and no spoofer can or should bring it back. In other words, getting back into the game needs both new hardware in the eyes of the anti-cheat and a new profile. Neither works alone: a clean account on a flagged machine will go down, and a flagged account on a clean machine stays blocked.
Now the unpleasant part, which is fairer to say before purchase. Changing the fingerprint does not cancel the reasons the first account got caught. If someone plays as visibly as they did before the ban, the second ban arrives faster than the first, because by then the reports already carry an accumulated pile of complaints about playstyle. The hardware side gets fixed with a tool, the behavioural side only with your own head.
Why silence on the first evening proves nothing
Sweeps in Delta Force run in waves rather than in real time. The anti-cheat collects data, reports go through processing, and punishments roll out in batches, which is visible in those same weekly summaries with fixed ban counts. The practical takeaway is uncomfortable: three quiet evenings after a fingerprint change prove nothing, because the wave can arrive later. Judging whether it worked makes sense over a couple of weeks, not after the first successful raid.
The same logic gives a conclusion about subscription length. Buying a month right after a fresh ban makes little sense: it is smarter to take a day or a week, live through one wave, and only then extend to a longer period.
Two kernel anti-cheats in one session
The same ACE sits in Arena Breakout Infinite, and this detail regularly wrecks machines. Mixing games with different kernel anti-cheats in one session is a bad idea: the drivers fight over the same access levels, which gives you blue screens, a loader that drops out, a hung driver and, at worst, a strange system state written into the logs. It is better to close one game completely, reboot, and only then open the other. We described the mechanics of ACE itself and the spoofer routine around it in the piece on ACE and hardware bans in Arena Breakout, the same protection from the same developer.
A note on DMA. An external hardware setup takes some questions off the software layer, but the machine fingerprint does not disappear anywhere, and the rule about launch order applies to it as well. What ACE actually sees in that scenario was covered in the article on DMA detection on the ACE side.
What to pick for Delta Force for this task
Which option fits depends on one fact: whether this machine has ever been banned. Catalogue data as of September 2026 looks like this.
- Ban already happened and you want one payment instead of two: ANCIENT at $4 per day, $20 per week and $40 per month. It is the only build in our Delta Force catalogue with a built-in spoofer, so a separate fingerprint change is not needed, and it also has streamproof against OBS recording. Both Intel and AMD are supported, and the system requirement is Windows 10 version 1903 or higher, or Windows 11. A tab-by-tab breakdown of the menu sits in the ANCIENT review for Delta Force.
- Ban happened but you want a specific build with no spoofer inside: then the spoofer is taken separately from the HWID spoofer section and put to work using the sequence above. That is how you cover, for example, GHOST with its aimbot and Humanize block at $6 per day, $23 per week and $47 per month, and FECURITY at $6 per day with vehicle highlighting. What sits inside each of them is written out in the GHOST review and the FECURITY review.
- If the account and the machine are both clean, a spoofer is not mandatory yet. The same GHOST fits, especially if you live in Hazard Operations and pull loot out, since its Loot ESP is sorted by rarity. A fingerprint change can be bought later, when it is actually needed.
- Minimum entry with no bans in your history: GHOST CHAMS at $3.5 per day, the lowest price for this game. Inside there is only player highlighting, with no aimbot, radar or fingerprint change, though that also keeps visibility in a fight minimal. Details are in the GHOST CHAMS review.
- When it is unclear whether the ban is hardware or account based, look at the symptom. A login block on a fresh profile from the very first session, before any gameplay at all, almost always means a flag on the hardware rather than on the account.
Turning this into a decision is easier on one page: in the Delta Force cheats catalogue → every build shows its price, its current undetected status and whether a spoofer is built in, while the spoofers for the remaining positions sit in the HWID spoofer catalogue. We review the list after major Delta Force patches, so the status on a product card is always fresher than in any article.
If it is not clear where to start in your case, ask the community: Telegram (200+ members) and Discord (637+ members). Launch order is the most frequent question there, and it is a normal one to ask, not a sign of a beginner.
Common questions about HWID bans in Delta Force
Will a spoofer bring my banned account back?
No, the account stays blocked. A fingerprint change only works on the machine: it removes the flag from the hardware so a new profile on this computer does not inherit someone else's block. Recovering an old account is beyond what any tool in our catalogue does, and we are not going to promise it. The plan has to combine a new profile with a fingerprint change.
Can I run the spoofer while the game is already open?
No, and this is the most expensive mistake in the topic. The ACE-BASE.sys driver comes up together with the client, so by the time the spoofer starts the fingerprint has already been read. There is only one order: clean reboot, spoofer, then the loader, then the game. If the launcher opened before the spoofer, closing the processes is not enough, a reboot is required.
How do I know the ban is on hardware?
The main sign: a fresh account will not let you into the game on the first login, even though you have done nothing on it. An account-level block does not behave that way, it arrives after playing on that profile. The second sign: from another computer the same new account logs in fine. If both match, the machine fingerprint is on the ban list.
ANCIENT has a spoofer inside, so why the HWID section?
Because there is exactly one built-in spoofer in the Delta Force catalogue. If you picked GHOST, FECURITY or a chams build, the fingerprint change has to be bought separately from the spoofer section and handled with the same sequence. The choice between "everything in one subscription" and "build plus spoofer" usually comes down to price and to which features you need in a raid; the options can be compared in the Delta Force cheats section.
How long until I know the fingerprint change worked?
Count on two weeks minimum. Sweeps run in waves, and quiet first evenings confirm nothing: punishments roll out in batches once reports are processed. For the same reason we suggest taking a day or a week for the first run after a ban rather than a month, and extending only after at least one wave has passed.
Can I play Arena Breakout Infinite the same evening?
The same evening yes, the same Windows session preferably not. It runs the same ACE, and working in parallel with software built for a different kernel anti-cheat leads to driver conflicts. The routine is plain: close one game, reboot, open the other. ForgeCheats keeps separate product cards with their own statuses for both games, because their patches land on different dates.

