Part not facing reflected ray direction

I was making a script to deflect blaster shots for my game when they hit a sword however the parts don’t face the direction that they were moving in.

Here is the script part that is important:

local Laser = Instance.new("Part", script.Parent)
		Laser.CanCollide = false
		Laser.Size = Vector3.new(1,1,1)
		Laser.Color = Color3.fromRGB(255, 166, 76)
		Laser.Material = Enum.Material.Neon
		local BV = Instance.new("BodyVelocity", Laser)
		Laser.Position = script.Parent.Position
		Laser.CFrame = CFrame.new(Laser.Position, ClosestTarget.Character.HumanoidRootPart.Position)
		script.Parent.CFrame = CFrame.new(script.Parent.Position, ClosestTarget.Character.HumanoidRootPart.Position)
		local Filter = RaycastParams.new()
		Filter.FilterDescendantsInstances = {script.Parent}
		Filter.FilterType = Enum.RaycastFilterType.Blacklist
		local Raycast = workspace:Raycast(script.Parent.Position, script.Parent.CFrame.LookVector * 50, Filter)
		BV.Velocity = script.Parent.CFrame.LookVector * 10
		local BoolValue = Instance.new("BoolValue", Laser)
		local normal = script.Parent.CFrame.LookVector
		game.Debris:AddItem(Laser, 5)
		local Connection = Laser.Touched:Connect(function(Hit)
			local Player = game.Players:GetPlayerFromCharacter(Hit.Parent)
			if Player then
				if table.find(Attacked, Player) == nil then
					table.insert(Attacked,1,Player)
					Player.Character.Humanoid:TakeDamage(20)
					spawn(function()
						wait(1.5)
						table.remove(Attacked, table.find(Attacked, Player))
					end)
					Laser:Destroy()
				end
			elseif Hit.Name == "Blade" and Hit.Parent:IsA("Tool") then
				if Raycast and Hit.Name ~= "Droid" and Hit ~= Laser and BoolValue.Value == false then
					Laser.Anchored = true
					BoolValue.Value = true
					local reflectedNormal = normal - (2 * normal:Dot(Raycast.Normal) * Raycast.Normal)
					normal = reflectedNormal
					Laser.CFrame = CFrame.new(Laser.Position, reflectedNormal) -- THIS part is not making the part face where it is headed.
					Laser.BodyVelocity.Velocity = reflectedNormal * -10
					Laser.Anchored = false
				end
			end
		end)