rigidbody.AddForce (transform.forward*x) is not taking into account the objects forward axis

Hey guys, I am confused. Checking the console log shows that the forward rotation is changing, but whenever i press F, the bullet always shoots in the same direction regardless of where my mouse is:

if (Input.GetKeyDown(KeyCode.F)){
    			GameObject shot = GameObject.Instantiate(bullet, transform.position + (transform.up *4), transform.rotation) as GameObject;
    			Rigidbody shotRigidBody = shot.AddComponent<Rigidbody>();
    			
    			Plane zeroPlane = new Plane(Vector3.up, Vector3.zero);
    			Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
    			float distance;
    			
    			if(zeroPlane.Raycast(ray, out distance))
    			{
    				Vector3 outputPosition = ray.origin + ray.direction*distance;
    				shot.transform.LookAt(outputPosition);
    				Debug.Log(shot.rigidbody.rotation);
    				
    			}
    			shot.rigidbody.AddForce(transform.forward*force);
    			
    			
    		}

maybe try AddRelativeForce instead of just AddForce?