transform.rotation is a Quaternion, not a collection of angles. Accessing individual components of a quaternion is almost never what you want to do.
Instead, you can do something like....
Vector3// firingDirectionImplicit =conversion transformto Vector2 strips out the z component.right;
Vector2 firingDirection.z = 0;transform.right;
firingDirection = firingDirection.normalized;
Vector3Vector2 velocity = speed * firingDirection;