How do i make something reflect in 2D?

I can’t make my ball in Pong bounce off of the player when they collide. I have a pretty decent idea of how to do it in 3D, and tried something similar, but it doesn’t work. Right now the ball just bounces (almost) straight upwards, after colliding with the player, no matter where on the player it hits.

Here’s what i got:

public class Ball : MonoBehaviour {
private Vector2 moveDirection;
public float MoveSpeed;
// Adjusts direction ball flies after hitting paddle
public float PadDirectionAdjust;

// Use this for initialization
void Start () {

	moveDirection = Vector2.right;

}

// Update is called once per frame
void Update () {

	transform.position = new Vector2(transform.position.x, transform.position.y);

	// Translates the gameObject according to direction and move speed
	transform.Translate(moveDirection * MoveSpeed * Time.deltaTime, Space.World);

	// Destroys gameObject if it goes out of screen
	if (transform.position.x >= 12)
	{
		Destroy(gameObject);
	}

}
void OnCollisionEnter2D(Collision2D coll)
{
	// If ball hits paddle
	if (coll.gameObject.tag == "Player")
					Debug.Log ("AUCH!");
	{
		if (MoveSpeed<40)
			MoveSpeed++;

		Vector2 hitpoint = coll.contacts[0].point;

		BoxCollider2D padCollider = coll.collider as BoxCollider2D;

		Vector2 padCenter = padCollider.transform.TransformPoint(padCollider.center);

		padCenter.y -= PadDirectionAdjust;

		Vector2 newDirection = hitpoint - padCenter;

		moveDirection = newDirection.normalized;

		return;

	}

	moveDirection = Vector3.Reflect(moveDirection.normalized, coll.contacts[0].normal).normalized;

	moveDirection = new Vector2 (moveDirection.x, moveDirection.y);

try this one

private Vector2 inDirection;
private float speed = 1f;

public void Start()
{
    inDirection = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f));
}

public void FixedUpdate()
{
    transform.Translate(inDirection * speed, Space.World);
}

public void OnCollisionEnter2D(Collision2D collision)
{         
    var contactPoint = collision.contacts[0].point;
    Vector2 ballLocation = transform.position;
    var inNormal = (ballLocation - contactPoint).normalized;
    inDirection = Vector2.Reflect(inDirection, inNormal);
}