Ok, when I'm trying to do some simple, quasi-physics, my main problem comes from getting the correct rebound angle from collisions. To explain, if I use collision normals to align a projectile to a collision, I get this result:

What I want to do is have a proper rebound angle, like this:

But I'm honestly not sure how to get the results in a way that would be proper regardless of where the impact takes place. Does anyone have any ideas how to quickly and easily do this?
To those who have played Unreal/Unreal Tournament, look at it like this: Razorjack/Ripper disks bouncing off walls.

What I want to do is have a proper rebound angle, like this:

But I'm honestly not sure how to get the results in a way that would be proper regardless of where the impact takes place. Does anyone have any ideas how to quickly and easily do this?
To those who have played Unreal/Unreal Tournament, look at it like this: Razorjack/Ripper disks bouncing off walls.