GameObjects are moving incredibly fast, possibly make slower?

Hello, I have these game objects that I was going to make chase the player in a forward moving rail shooter. However, the enemies moves incredibly fast and leaves almost no time for the player to react making this unfair. What I am asking is some advice on how to make the enemies slow down at an appropriate speed. I would appreciate any advice and thanks in advance. Here is the script I have been working on for awhile that I can’t get the speed quite right:

using UnityEngine;
using System.Collections;

public class EnemyAIMelee : MonoBehaviour 
{
	private bool AttackStatus;
	public float attackDistance = 5.0f;
	public float chaseSpeed = 0.01f;

	private bool unlockAI;
	public GameObject playerCharacterManager;

	// Use this for initialization

	void Start()
	{
		playerCharacterManager = GameObject.FindGameObjectWithTag ("PlayerCharacterManager");
		AttackStatus = false;
		unlockAI = true;
	}
	
	// Update is called once per frame
	void Update () 
	{
		if (AttackStatus == true) 
		{
			MovingAI ();
		}
	}

	void MovingAI()
	{
		if(unlockAI == true)
		{
			
			transform.rotation = Quaternion.LookRotation(transform.position - playerCharacterManager.transform.position);

			transform.position = Vector3.MoveTowards (transform.position, playerCharacterManager.transform.position, chaseSpeed);

			Debug.Log ("MovingAI has been reached");
			
			SendMessage ("EnemyMovingAnimation", true);

			float distance = Vector3.Distance(playerCharacterManager.transform.position, transform.position);
			
			if(distance<=attackDistance)
			{
				AttackAI();
			}
		}
	}

	void AttackAI()
	{
		unlockAI =false;
		int numOfSwings = 1;
		while (numOfSwings > 0) 
		{
			SendMessage ("EnemyAttackAnimation", true);
			numOfSwings--;
		}
		SendMessage ("EnemyAttackAnimation", false);

		Debug.Log ("AttackAI has been reached");
		Invoke ("WaitTime",5.0f);
	}
	
	void WaitTime()
	{
		//SendMessage ("EnemyAttackAnimation", false);
		unlockAI =true;
	}

	void BeginTheAttack(bool chase)
	{
		AttackStatus = chase;
	}
}

Try including a Time.deltatime multiplying against your resulting speed.