Rotating a rope part in circular motion

Beams are excellent if you want to keep performance first. They are pretty good and would provide a plausible rope effect. For more realism, you can use a part rope and use Workspace:GetPartBoundsInBox(RopeSegement.CFrame,RopeSegment.Size) to check for collisions. Do use OverlapParams to filter out unnecessary things like the rope segements themselves and other stuff.